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There’s a reason why Nintendo is still going strong today — 
has made some of the greatest videogames of all time, from 
Super Mario World to The Legend Of Zelda: Breath Of The Wild. 
Over the years, Nintendo has created a variety of different 
games systems, from the NES and Game Boy to the Wii U and 
Switch, and those consoles have allowed gamers of all ages 
to enjoy a staggering variety of games. Of course, it’s not just 
Nintendo who make amazing games for Nintendo consoles, 
and the following book is a testament to that. The Retro 
Gamer team has painstakingly looked at the many great 
games to have appeared on Nintendo hardware over the 
years, and put together a definitive list of 100 games that you 
really must experience. Additionally, we’ve scoured our 
archives to deliver fantastic in-depth articles on a large number 
of the featured games. If you loved playing Nintendo while you 
were growing up, or have only just discovered the company’s 
consoles, you'll find this book to be an essential guide. Now 
excuse us — we're off to play Breath Of The Wild... 

































ae 





This bookazine is printed on recycled paper. It’s important that 
we care about our planet and make a difference where we can, 
for us and every generation that follows. 





GAMES 10 REAY 
ERORE YOU DIE 
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100 GAMES TO PLAY 
BEFORE YOU DIE - 
NINTENDO CONSOLES EDITION 


Your guide to the best games to play on Nintendo's 
systems, from arcade hits like Donkey Kong to the 
Switch masterpiece, Breath Of The Wild 


COIN-OP CAPERS: DONKEY KONG 


Everything you need to know about Nintendo's 
arcade masterpiece, including how to beat it 


GAME CHANGERS: 
SUPER MARIO BROS 


Discover how Shigeru Miyamoto's 8-bit 
platformer helped define Mario's later adventures 


REVISITING DUCK HUNT 
We take a look back at the fun light-gun shooter 
that became an essential NES launch game 


ULTIMATE GUIDE: 
THE LEGEND OF ZELDA 


The first entry in the Zelda series remains a 
brilliant game and this in-depth guide will help 
explain why 


THE MAKING OF: BATTLETOADS 
Find out how Rare looked to the Teenage Mutant 
Ninja Turtles as inspiration for its new fighter 


ULTIMATE GUIDE: 
0) ed ANd (0H 130 os) 


Discover why Nintendo's classic platformer 
remains one of the best NES games 


RETRO REVIVAL: KID ICARUS 
It's not the best-known NES game, but this classy 
adventure is still worth playing 


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THE MAKING OF: TETRIS 

Discover how the Game Boy version of the popular 
puzzle game became a worldwide hit that drove 
Game Boy sales into the stratosphere 


ULTIMATE GUIDE: THE LEGEND 
OF ZELDA: LINK’S AWAKENING 


We reveal the many reasons why this remains 
Link's greatest portable adventure. Will you be 
able to awaken the Wind Fish? 


GAME CHANGERS: POKEMON 
RED, BLUE & YELLOW 


Discover how Game Freak's collect-'em-up 
became one of the most successful Nintendo 
franchises of all time 


THE MAKING OF: MONSTER MAX 
Jon Ritman reveals how he worked with Bernie 
Drummond to create one of the best isometric 
adventures to appear on the Game Boy 


RETRO REVIVAL: SUPER MARIO 
LAND 2: SIX GOLDEN COINS 


Drew Sleep explains why he'll always take a date 
with Mario over any evening with the musician 
Jools Holland 


ULTIMATE GUIDE: 
CONTRA III: THE ALIEN WARS 


Get the lowdown on Konami's incredible run-and- 
gun, fromits fantastic bosses to its vast array of 
explosive weapons 


THE MAKING OF: YOSHI'S ISLAND 
The directors of Super Mario World's sequel 
discuss how they pushed the platform genre as 
far as it could go ona 16-bit system 





100 GAME CHANGERS: 
UU Ona 
Find out what happened when Mario got bored of 
plumbing and decided to take a go kart for aspin, 
inventing anew sub genre in the process 


104 THE MAKING OF: WILD GUNS 
We speak to the team behind the incredible 
Super Nintendo action game and learn how they 
successfully reinvented the cult blaster fora 
brand-new generation 


108 THE MAKING OF: 
DONKEY KONG COUNTRY 


Rare's Brendan Gunn and Gregg Mayles take us 
behind the scenes of the SNES game that helped 
revive interest in Donkey Kong 


114 THE MAKING OF: SHADOWRUN 
Find out how the team at Beam Software created 
an exciting digital version of FASA‘s popular RPG 
for the Super Nintendo 


120 RETRO REVIVAL: PILOTWINGS 
Why this early Super Nintendo flight simulator 
remains one of the best games you can enjoy on 
iat -eNV) Cla) 


122 SUPER MARIO 64 - 
NINTENDO’S 3D GAME CHANGER 
Experts within the platform genre explain why 
Super Mario 64 was one of the most important 
platformers you're ever likely to play 


132 THE MAKING OF: 
DIDDY KONG RACING 
Discover how the team at Rare took inspiration 
from Mario Kart 64 to create their exciting 
adventure-based alternative 





WAKE UP, | WANT TO GO ON 


AN ADVENTURE TOO... 


136 THE MAKING OF: 
SPACE STATION SILICON VALLEY 
We go behind the scenes of one of the zaniest 
games to ever grace the Nintendo 64 


140 GAME CHANGERS: THE LEGEND 
OF ZELDA: OCARINA OF TIME 
Nintendo's first 3D Zelda not only pushed the 
company to its limits, but also helped to reinvent 
the adventure genre. Find out how 


144 GOLDENEYE: 
THE DECLASSIFIED REPORT 
Allnine main members of the original GoldenEye 
team reassemble to discuss how they made one 
of the system's best first-person shooters 


158 CLASSIC MOMENTS: LYLAT WARS 
We've collected all the greatest bits from 
Nintendo's incredible space shooter. How many of 
them do you remember playing? 


160 THE MAKING OF: 
SNA Re yall 


Producer Masato Maegawa explains how 
Treasure’s dynamic run-and-gun pushed the 
Nintendo 64 to its absolute limits 


164 THE MAKING OF: 
BANJO-KAZOOIE 


We speak to the talented team that took on the 
might of Super Mario 64 


172 RETRO REVIVAL: 
BEETLE ADVENTURE RACING! 


Darran Jones explains why you need to seek out 
this entertaining N64 racer 


174 THE MAKING OF: 
RESIDENT EVIL REMAKE 
Discover how Capcom used the power of the 
GameCube to completely reinvent its classic 
PlayStation survival horror game 








180 GAME CHANGERS: 
METROID PRIME 


Itcertainly took along time for a 3D Metroidto 
arrive, but Nintendo and Retro Studios ensured it 
was certainly worth the wait 


184 THE MAKING OF: 
STAR WARS: ROGUE LEADER 
The team at Factor 5 reveal how they managed 
to make one of the best Star Wars games to ever 
appear on the GameCube 


190 RETRO REVIVAL: 
RESIDENT EVIL 4 


Capcom's fourth entry inits popular series 
reinvented the genre andremains the best 
Resident Evil game, especially on the Wii 


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100 GAMES TO PLAY BEFORE YOU DIE 





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Donkey Kong 


= Year: 1981 = Platform: Arcade 


Nintendo’s stint in the arcade business was relatively brief, 
1 00 as its rapid rise to dominance in the console business during the 

Eighties made the coin-op business something of a secondary 
concern. But it’s impossible to ignore this period of the developer's history, as it 
gave us Donkey Kong- the first appearance 
of the titular ape, as well as a moustachioed 
hero by the name of Mario, both designed 
by Shigeru Miyamoto. 

It's not just a museum piece, though 

— Donkey Kong is an early classic of the 
platform genre, and one that still draws 
fierce competition from high-score chasers 
around the world. While the game has a 
simple goal — either reach the top of the 
screen or pop the rivets from scaffolding, 
depending on the stage — it's incredibly tricky 
to play due to the unpredictable movement 
of the enemies. If you feel like challenging 
yourself, play it today. 


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Final Fantasy VI 


= Year: 1994 = Platform: SNES 


The SNES isn’t exactly short of great RPGs, and that's 
99 exactly why you should pay attention when people tell you that 

Final Fantasy Vlis one of the console’s best. The game shows 
just how far the developer had come graphically on the SNES - seriously, 
go back and compare it to Final Fantasy lV — and featured the best game 
design the series had seen. But it was the plot that really did the heavy 
lifting, as the game featured the best writing of the series’ Nintendo years. 
The main antagonist, Kefka, proved to be an especially memorable villain 
thanks to his flamboyance, dark one-liners and truly terrifying nihilism. 











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95 Monster Max 


= Year: 1995 = Platform: Game Boy 


Following in the footsteps of games such as Head 

Over Heels, Monster Maxis the final evolution of 

Jon Ritman and Bernie Drummond's isometric 
adventure formula. The 
game was fantastic and 
received great reviews 
in 1994, but it sold poorly 
(eV R COMM acl (ct ioe 
Despite being a lost 
classic, it’s still pretty easy 
to pick up, so do that. 


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This rhythm action game tasks players with doing 
all manner of odd things in time with music, from 
plucking hairy onions to guiding a rabbit across the 
sea. Nintendo’s final Game Boy Advance game was 
only released in Japan, 
but you should track it 
down anyway - it’s not 
particularly complex, 
but its accessibility 
and sense of humour 
work wonders. 


93 Super Mario Maker 2 


= Year: 2019 ® Platform: Switch 


When Nintendo hands players the keys to the 
Mushroom Kingdom, things get a little bit weird. 
Creating your own levels is enjoyable and Nintendo 
includes 100 stages, but go online and you'll find 
bizarre storytelling stages, spectacular automatic 
runs and some truly evil challenge courses 
designed by sadists. These break all of Nintendo’s 
rules, and that’s the fun of it. 


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Bayonetta 2 


@ Year: 2014 = Platform: Wii U 


] 1 hardcore action gamers to the Wii U, 
Nintendo decided to rescue Platinum 
Games' bewitching heroine — Bayonetta 2 had 
already been started, but shelved at publisher Sega's 
behest. It didn't save the troubled console, but 
players got a tremendous game out of the deal. The 


When it was looking for a way to bring 


PP EAGTND 


Sonic Rush 


Year: 2005 = Platform: DS 

Given Sonic’s origins as a character 

designed to compete with Nintendo, it’s 

ironic that he’s flourished on Nintendo 
hardware — and Sonic Rushis a great example of that. 
The idea of a 2D Sonic platform game was nothing 
new, but the series’ first DS game revitalised the 
formula by employing 3D sparingly for mid-stage 
interludes and boss battles, as well as introducing 
a boost mechanic that allowed Sonic or newcomer 
Blaze to charge straight through enemies at top speed. 
The icing on the cake was an awesome soundtrack by 
Hideki Naganuma, who successfully merged Sonic’s 
signature upbeat audio with the sample-heavy style he 
had perfected in the Jet Set Radio series. 


original game had inherited a fine hack-and-slash 
template from the Devil May Cry series, which many 
of its developers had worked on, and the sequel 
further refines it with improved pacing and an even 
more beautiful art direction. The game throws 
overwhelming numbers of enemies at you, but its 
genius is that you always feel able to conquer them. 

















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Super Mario 
Bros 3 


= Year: 1988 = Platform: NES 


Super Mario Bros was an astounding platform 
87 game, and it’s fair to say that Super Mario Bros 

2 wasn't quite what players had in mind for a 
follow-up — whether that was the sadistic pseudo-expansion 
Japanese players got, or the reskinned Doki Doki Panic released 
internationally. Super Mario Bros 3 was the true successor, and 
it didn’t disappoint — it was bigger and better in every way. The 
world map allowed players to chart their own course through 
the game. New power-ups like the raccoon suit gave Mario new 

abilities, increasing the scope of level design. Graphics were 

completely overhauled and refined, and 



















Nintendo's design team really began 
r)) courses that have defined Mario to 


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stages as highlights. Nothing else 
\S € on the NES comes close. 


PLAY BEFORE YOU DIE 





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Tetris 


= Year: 1989 = Platform: Game Boy 


Alexey Pajitnov’s classic puzzle game is so simple 
86 that it seems like it should be dull. After all, your sole 

aim is to manipulate blocks to create unbroken rows 
until you've failed enough times that there’s no room left on the 
screen. But we love turning order into chaos, and the tension of 
seeing how long you can last against the ever-increasing speed 
of the blocks turns a simple game into a deliciously addictive one. 
If that wasn't enough, the game's music was just as catchy — just 
look at those screenshots and tell us you can’t hear Korobeiniki. 
Everyone from world leaders to your grandmother loves Tetris. 
Join them, now. 





CO. eee 


Xenoblade Chronicles 


= Year: 2010 = Platform: Wii 


Though it’s best known for its ability to woo casual 
85 players, the Wii underwent a JRPG-driven renaissance 

late in its life, thanks to games like Pandora’s Tower and 
The Last Story, but Xenoblade Chronicles led the charge. While the 
plot was pretty standard fare for the genre, the game's design was 
forward-thinking, with a real-time battle system that blended automatic 
attacks with manually activated Arts, and systems that allow you to 
intercept and deliberately lure enemy attacks. The open environments 
and streamlined quest system also helped to drive the genre forward. 
If you're without a Wii, there's a very good new Nintendo 3DS port 
available too, or you could wait for the incoming Switch remaster. 














100 GAMES TO PLAY BEFORE YOU DIE 


Wi] 
from riding the horse Epona to entering the pit of Jabu-Jabu's belly. Many of its 
innovations have been pinched by other games, from the Z-targeting system to auto- 
jumping, but Ocarina Of Time remains in a class of its own. A3DS update also exists. 


> SS Ss 





100 GAMES TO PLAY BEFORE YOU DIE | 13 





























What happens when 

you remove Kirby’s 

ability to hoover 

up enemies with 

his almighty gob? 

According to this 

game, he just finds 

another way to take on all manner of abilities — in 
this case, reconstituting his yarn body into new 
forms, including cars and parachutes, so what 
could have been a simple graphical gimmick is 
elevated by Good-Feel’s design ingenuity. 


79 1080° Snowboarding 


= Year: 1998 = Platform: Nintendo 64 


Nintendo's winter 

sports hit blew away 

the competition at 

the time, thanks to its 

grounded and realistic 

approach to the sport 

of snowboarding, po % 
emphasising technical fundamentals over insane 
grabs and getting unrealistic air. The game was also 
beautiful, with solid, detailed character models and 
neat graphical effects that hadn't previously been 
seen elsewhere, like lens flare and sunlight glinting 
off the snow. 


78 DuckTales 
i { 


Capcom was well known for turning out great 
Disney licensed platformers during the NES era, 
and DuckTales is the most fondly remembered of 
the lot. Part of that will be because of the game’s 
non-linear structure, which required you to 

collect items in various stages to progress, > 4 
but largely it’s because hopping ») 
around on Scrooge McDuck’s A 
cane is just great fun. 


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Year: 2001 = Platform: Game Boy Advance 

Prior to the launch of the 

Game Boy Advance, only 

Japanese audiences had 
been able to sample the delights of 
Intelligent Systems’ turn-based strategy 
games — there were six Wars games 
prior to Advance Wars. When we 
finally got the chance to experience 
them, we wondered where they had 
been all our lives. Advance Wars’ dinky 


tanks and cutesy soldiers provided a 
universal appeal, with accessible yet 
deep strategic gameplay to back it up, 
and a structure that suits portable play. 
With a lengthy single-player campaign, 
excellent multiplayer and a range of 
commanding officers with their own 
unique powers to master, Advance 
Wars will keep your inner general 
satisfied for ages. 








Tes - An 


latoon 


Year: 2017 = Platform: Switch 


Sp 


Splatoon was the surprise hit of the Wii U's 

troubled life, but the sequel took the formula to the 

next level. The family friendly shooter delivered similar 
thrills to its predecessor, with territorial coverage and objective 
control emphasised over splatting opponents in modes such 
as Turf War and Tower Control, and it allowed players to defend 
the honour of ketchup and mayonnaise in Splatfests. But as well 
as new weapons and clothing, the game adds more substantial 
single-player content (particularly in Octo Expansion) and the 
ability to splat your friends in local networked games. Plus, 
new Inkopolis News hosts Pearl and Marina proved to be 
worthy successors to Callie and Marie! 


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100 GAMES TO PLAY BEFORE YOU DIE 








Contra Ill: The 
Alien Wars 


= Year: 1992 = Platform: SNES 


Konami's classic run-and-gun channels the spirit of every 
7 1 classic action movie into a game that is packed with crazy 

weapons, crazier enemies and countless explosions. As the 
player battles the invading alien menace through futuristic war zones, the 
SNES is pushed to its limits - the game features enormous bosses, high- 
speed highway chases and even two top-down stages that use Mode 7 
for rotation. The developer's even achieves the seemingly impossible, with 
a rotating boss and a rotating floor at the end of stage two! It’s not an easy 
game, but you can drag a friend along for the ride for support — and trust us, 
they'll thank you when you do. 









) 3 
F-Zero 


. Year 1990 ag Platform: SNES 


The SNES was a powerful machine when it hit the scene 
79 at the beginning of the Nineties, but it needed a killer game to _ 

demonstrate just how it differed from the competition — and as Re 
one of just two games available at launch, Nintendo put heavy faith in F-Zero as 
the game to do it. The futuristic racing game was incredibly fast, but it was also 
amazingly smooth thanks to the console’s signature Mode 7 feature, which allowed 
smooth 3D transformations of a background plane. The soundtrack, created from 
sampled sounds, featured highly memorable compositions right from the first Mute 
City track. Of course, proving the machine's power was one thing, but F-Zero was 
more than just a technical showcase. The game featured an exquisite handling 
model and tricky track design that pushed players to their limits, as well as a devilish 
elimination race format that turned an impressive game into an instant classic. 









100 GAMES TO PLAY BEFORE YOU DIE | 15 





16 | 100 GAMES TO PLAY BEFORE YOU DIE 





Star Wars 
Rogue 
Squadron Il: 
Rogue Leader 


= Year: 2001 ® Platform: GameCube 


















Fans had been thrilled with the original Star Wars: 
66 Rogue Squadron, which was a well designed space 

combat game with impressive N64 visuals. But the 
sequel absolutely blew it away, demonstrating the power of the 
GameCube with the most ing oor yar 
authentic Star Wars experience TS 
that had ever been seen on Cr cea eatin 
a home console. The game 
design hadn't changed a great 
deal, but every X-Wing shot 
sounded as crisp as you could 
hope for, and every detail of 
the Death Star seemed to 
have been recreated in loving 
detail. Forget playing Star Wars 
—when you play as Rogue 
Leader, the immersion is great 
enough that you might as well 
be Luke Skywalker himself. 





The Le end Of Zelda: 
A Link To The Past 


= Year: 1991 = Platform: SNES 


After experimenting with a different 
67 style in Zelda II: The Adventure Of Link, 

Nintendo went back to the original formula 
for the series’ 16-bit debut, to stunning effect. Using 
the power of the new SNES hardware, Nintendo 
could create dramatic scenes with rain and fog, and 
the story was told in more detail than ever before. 
Meanwhile, Link’s quest to rescue Zelda and save 
Hyrule would take him to another dimension, as 
he visited an alternate ‘dark world’ that mirrored 
his own. Many feel it’s the best of the series, and 
it's telling that Nintendo didn’t even try to top it 
until it had a whole new technological toolbox. 











Metroid 
Fusion 


Year: 2002 = Platform: Game Boy Advance 


Although many point to Vetroia's 

non-linear map and acquisition of new 

abilities as its signature, early games in 
the series had always been marked by a sense of 
isolation - Samus Aran was alone, and by extension 
so were you. Metroid Fusion turned that on its head 
by introducing the SA-X, a villainous doppelganger 
that stalks the real Samus throughout the game, only 
to unleash potentially deadly attacks just when you 
least expect them. Worse yet, it’s just as powerful 
as a fully powered-up Samus, and for much of the 
game that puts the real deal at a distinct disadvantage. 
Being alone suddenly seemed far more appealing after 
playing Metroid Fusion. 


Super Mario 64 


@ Year: 1996 = Platform: Nintendo 64 


It’s hard to overstate the impact that 
6 Yh Super Mario 64 had on videogames back 

in the mid-Nineties. Most developers 
were still getting to grips with 3D game design, only 
for Nintendo to come along and deliver an absolute 
masterclass — everything from character movement 
to the camera system was leagues ahead of what 
any other team was putting out, to the point that it 
might just be the game we've most often seen cited 
as an influence by other developers. Just controlling 








Mario was a joy, and the designers cleverly 
recognised that 3D movement fundamentally 
changed the game. Instead of linear obstacle 
courses, Super Mario 64's courses had no single 
end point and instead supported a variety of different 
objectives, many of which were extraordinary in 
their creativity. Even today, this classic remains 

the benchmark by which all 3D Mario adventures 

are judged, proving its enduring legacy as a classic 
platform game. 


100 GAMES TO PLAY BEFORE YOU DIE 





















63 Zack & Wiki: Quest 


For Barbaros’ Treasure 
® Year: 2007 ® Platform: Wii 


This criminally overlooked adventure game 

revives the old point-and-click formula using the 

Wii Remote in place of a mouse. Taking control of 
the boy pirate Zack, you 
choose which objects 
to investigate, then use 
them to solve puzzles by 
mimicking the action you 
wish to perform using 

» the motion controls. It 
sounds silly, but it’s an 
inventive and clever use 
of the technology. 


era iit leat ln 


= Year: 1993 = Platform: SNES 





This isometric action- 

RPG borrows its setting 
from the popular pen- 
and-paper RPG of the 
same name, drawing 
heavily on cyberpunk 
themes. The noir 
themes were unusual ° 

in videogames at the 

time, and the cursor-based interaction system 

gave you the ability to quickly shift from pressing 
pedestrians for information to defending yourself 
from the gun-toting baddies lurking in the shadows. 






6) Kid Icarus: Uprising 


= Year: 2012 = Platform: 3DS 









The most unlikely Nintendo 
comeback of the decade was 
driven by Masahiro Sakurai’s 
desire to create a third-person 
shooter, which he felt would show 
off the unique capabilities of the 
3DS. Though it was a far cry from past 
entries and had some control problems, 
it was well received by critics and 
succeeded in highlighting the strengths 
of the hardware. 





















100 GAMES TO PLAY BEFORE YOU DIE | 17 


18 | 100 GAMES TO PLAY BEFORE YOU DIE 















































56 Pokemon Sna 


= Year: 1999 ® Platform: Nintendo 64 


While players had plenty of fun training their 
Pokémon, it wasn’t until Pokémon Snap that they 
really had a chance to watch them be cute, funny 
and occasionally bizarre as they acted naturally. 
tn wm Cast as a photographer, 
3 - your goal was to get 


> Ruled lear leaned 
Le 


them as necessary to 
get the perfect pose. 


55 Kid Icarus 


ee) hl al le NES 


Pit’s first adventure shows you how ae Ey) 
game can be when genre conventions have yet 

to be established. This platform game revels in its 
many vertical stages, and allows Pit to wrap cael 
the playfield, entering j 
on the left of the 

screen after he leaves 

the right side. It’s a 

strange experience 

today, but NES 

fanatics swear by it. 


Shovel Knight 

sought to 

ictol feral CR tals) 

thrills of NES 

platformers 

like DuckTales, 

Mega Man and 
Castlevania Ill. But the developer Yacht Club Games 
knew that full authenticity was a fool’s choice, so it 
did graphical things the NES couldn't, and avoided 
repeating the flaws that the classics did possess. 
The result? A game that matches the rosy tint of 
your glasses. 


meee ea 


= Year: 1992 = Platform: SNES 


Nintendo's attempt to create a multiplayer F-Zero 
never bore fruit on the SNES, as the system 
couldn’t handle a map of the required size while 
running split-screen multiplayer. But the project 
that came out of it was even more valuable, as 
Mario Kart is arguably gaming’s most successful 
franchise spin-off. Many favour this original 
| Slee I DUES eam Ta tava OR Ue 1 ge 
ae = as driving skill 
yr played a greater 
role in race 
ec R arama) 
items picked up 
along the way. 


B 


100 GAMES TO PLAY BEFORE YOU DIE 


Kirby’s Adventure 


# Year: 1993 ys NES 


In his Game Boy debut, Kirby had been 

a cute but slightly unremarkable character 

—he could inflate himself like a balloon 
and suck up enemies, but that was it. His first home 
console appearance was the game that really defined 
him, as it was here that he gained his copy ability. By 
swallowing enemies, Kirby could use their abilities, 
giving him access to a large range of moves without 
the need for convoluted controls or a contrived power- 
up system. The game was a technical marvel too, Y 
with colourful graphics that showed that Nintendo's 
8-bit hardware could still turn out an attractive game, 
some ten years after it was first engineered. 




















000 
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{ KIRBY : 
\ SCORE : 


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Professor Layton And 
The Lost Future 


Year: 2008 = Platform: DS 


| KIRBY : 
SGORE : 


/ xrrpy : 00 
| SCORE : 0004900 















The third game in the popular 

Professor Layton series sees the 

puzzle-solving professor meeting a 
future version of his apprentice, Luke. Things 
have gone terribly wrong in his time, and he 
needs Layton’s help to set things right 
again. Like the previous Professor Layton 
games, this title plays out as an adventure 
featuring plenty of animated cut scenes, 
conversations with the locals and of 
course, a variety of puzzles. These 
fiendish brainteasers required keen 
eyesight, a logical thought process 
and some mathematical 
skill to solve, 
and proved to 
be perfect for 
kids, seasoned 
gamers and 
# even older 
players that 
wanted a new 
challenge 
to go alongside 
the likes of Dr 
Kawashima's 
Brain Training. 








100 GAMES TO PLAY BEFORE YOU DIE | 19 









Yoshi's Island 


= Year: 1995 = Platform: SNES 


Serving as one last hurrah before the Mario team moved 
47 over to the N64 for good, Yoshi's Island embraced the 
contradictory ideals of chasing a hand-drawn, crayon sketch 
aesthetic while including the high-performance Super FX 2 chip to push 
technically impressive effects. But while the graphics were lovely, as usual 
it was the game design that was the real draw. Yoshi's need to keep hold of 
Baby Mario focused the player, while allowing him to 
be constantly recovered lowered the difficulty 


Cy) compared to Super Mario World. The usual 
clever stage design and some imaginative 
we sequences where Yoshi turns into 


vehicles made it an unmissable debut 
for a new platform star. 








Castlevania Ill: 
Dracula’s Curse 


= Year: 1989 = Platform: NES 


The last of the Castlevania 
games to appear on the NES 
follows Trevor Belmont's 


attempt to slay the most notorious of all 
vampires. While the game adopts the 
template of the original Castlevania with 
players wandering through challenging 
platform stages and killing off standard 
horror monsters, it adds to it tremendously. 
Branching paths through the game are 
present, meaning you'll require multiple 
sessions to see everything, and the game 
includes extra playable characters with their 
own abilities. The game’s soundtrack is 
one of the system's best, but do seek out 
the Japanese version if you can — the extra 
sound channels afforded by the Famicom 
hardware add greatly to the atmosphere. 



















100 GAMES TO PLAY BEFORE YOU DIE 









Astro Boy: 
Omega Factor 


= Year: 2003 = Platform: Game Boy Advance 


Few developers understood action games as 
4 4 well as Treasure in its heyday, and this platform beat- 

‘em-up is testament to that. As you guide the famous 
robot boy through various stages, you'll constantly be charging 
and using a variety of special attacks to stun, repel and destroy 
huge numbers of enemies. There are plenty of crazy bosses, 
you'll get to meet loads of Osamu Tezuka’s characters, and the 
visuals push the hardware to breaking point (really, check out 
some of the slowdown). The highlight is that just when you think 
the game is ending, the quest opens up and you get to revisit past 
stages to set history right and avert a bad ending. 


LAS 


Sie annnegsa) 


Super Smash 
Bros Melee 


= Year: 2001 = Platform: GameCube 


The first instalment of Nintendo's __ the player base discovered that the game has 
45 unconventional crossover fighting avery high skill ceiling, giving the game an 

festival was popular, but the unintended second life as a fiercely competitive 
sequel’s expanded cast and improved visuals fighting game that became a tournament 
ensured that it found an even greater audience. mainstay. This scene has kept the game alive 
Super Smash Bros Melee is first and foremost for the best part of two decades, and allowed 


a party game, with players encouraged to mix it to remain relevant where its sequels have 

it up in crazy stages with items that drastically faded from attention, as some very high-level 
change the outcome of battles. But in their players love the glitches and balance quirks that 
drive to best one another, a certain section of can only be found in this version of the game. 


43 42 Al 





TIME es 


= Pts + 2 3 167 120920 


a 


ae | fe ie Super Mario 
, a ie World 


Super Punch-Out!! 
Year: 1994 = Platform: SNES 


Mario had many friends before his SNES 
debut, but he didn’t really have a proper 











SSS ae ane ee ocr sidekick. Thankfully Super Mario World 
Boxing is a sport that struggles to translate remedied that by introducing Yoshi. As well as being 
well to videogames, but Nintendo solved the coe baa able to ride the cute dinosaur, Mario could direct him 
incompatibilities by simply ignoring the rules. — ” to flick out his tongue and snatch enemies back into 
Super Punch-Out!! pits you against cartoonish his gaping maw. Of course, that alone doesn’t make 
caricatures such as Super Mario World great. What makes Super Mario 
ee the reggae fighter Bob y/ World great is its incredible wealth of hidden secrets, 
£ Charlie, kung fu kick ' with levels having multiple exits that lead to new areas 
Se >=.) expert Dragon Chan and ; with even more concealed goodies. Finding all of the 
SD denen UCM ck Curelastl(e) game’s 96 level exits is a true joy that will keep you 
os BM meM el accilenccrlale! ceri i eel occupied for ages. 


smart pattern recognition 


a iOS ETeR UAB <BR [cle] AVA D = ; ; K sy : 


Space Station 
Silicon VENT = Year: 1997 = Platform: Nintendo 64 


(= EM eA eR LCL 8A oo You'd be forgiven for wondering Racing also boasted an adventure mode, 

If you want a job done 3 6 why any system with a Mario Kart complete with honest-to-goodness boss battles. 
properly, do it yourself game would ever need any other Plus, it was a good place to check out the Rare 
ere) meh Ual-\acte mele kart racing offerings, but Rare answered that stars of the future, including a bear by the name 
poor Evo can’t do much question emphatically with the incredibly fun of Banjo and some squirrel called Conker. Now, 
by itself. But it can take Diddy Kong Racing. Mario Kart 64 might have any chance that we could kindly get the Timber 
possession of other had road racing, but it didn’t have hovercrafts The Tiger platform game we've been waiting so 
creatures, allowing it to and it certainly didn’t have planes. Diddy Kong patiently for? 





solve puzzles and try to 

solve the mystery of what happened aboard the 
space station. This quirky adventure features plenty 
of humour and some truly innovative ideas. 

















Super Mario Odyssey 


Year: 2017 = Platform: Switch 


Mario's most recent 3D adventure is a real treat, 
incorporating open-world game design that allows 
you to traverse huge stages and achieve objectives 
whenever you want. The game's highlight is new 
pal Cappy, a hat that allows Mario to possess living 
things including frogs, Koopa Troopers and even 
colossal dinosaurs, in order to take control of them 
and complete puzzles. 





Hey *® You 


PALLET Torh? 


came From 




















Pokemon Red/Blue 


= Year: 1996 = Platform: Game Boy 


ooo ea 


Just when the Game Boy was beginning 
32 to look a little bit tired in the mid-Nineties, 

this game turned into an enormous cultural 
phenomenon and gave the system a shot in the arm 
in Japan, before doing the same internationally a few 
years later. Pokémon -— or Pocket Monsters, in its 
original Japanese form — tasks players with collecting 
151 colourful critters, which can be trained to battle 
against one another. Any RPG of that length and 
quality would have been appreciated, but Pokémon's 
design was truly inspired, turning RPG conventions 
on their heads. Random battles went from being an 
annoying interruption to a welcome chance to add a 
powerful ally to your party. What's more, the game 
took advantage of the system’s portability by letting 
players get out and trade with one another — and 
to ensure they did, creatures were split across the 
versions. It's still just as compelling today. 





IT?S DANGEROUS TO GO 
ALONE! TAKE THIS. 


The Legend 
Of Zelda = 


= Year: 1986 ® Platform: NES = 


To really get a feel for how the first entry in this action-RPG 
3 1 series felt at the time, you need to play it without the temptation 

to look at a guide or a YouTube walkthrough. Cast your mind 
back to a simpler time, when information was hard to come by. Walk Link 
into the cave, grab that sword and shield, and then where do you go? 
Anywhere. That was the beauty of Ze/da— it gave you a whole world to 
explore, mysteries to investigate and monsters to slay. The game made 
you feel like an adventurer and a hero, just like Link on the screen. Too few 
games do that today. 


100 GAMES TO PLAY BEFORE YOU DIE | 23 


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WarioWare, Inc: 
Minigame Mania 


Year: 2003 = Platform: Game Boy Advance 


The first entry in the WarioWare 

series remains the best in our 

humble opinion. It’s a series of 
simple games that need to be completed in 
a few short seconds and they range from 
the mundane to the bizarre. You might 
shake paws with a dog, help a lady sniff an 
unwelcome bogey back up into her nose or 
try and catch a pint as it’s passed at you. A 
new character is introduced on each stage 
that typically showcases games based 
around a certain theme, from sports to 
classic Nintendo games. It won't take long to complete, but you'll be having 
so much fun you simply won't care about its brevity. 

ATp, 


(iLL 
[ca] 





= | 


24 | 100 GAMES TO PLAY BEFORE YOU DIE 






Monster Boy And The 
Cursed Kingdom 


= Year: 2018 = Platform: Switch 


Originally planned as a sequel 
2 6 to Game Atelier'’s Flying Hamster, a 

cancelled Kickstarter campaign and a 
team-up with FDG Entertainment led to this game 
becoming the latest instalment of the long-running 
Monster World series. It's a great fit for the game 
too, as Cursed Kingdom is effectively a fantastic 
homage to the wonderful Wonder Boy III: The 
Dragon’s Trap. \t's a metroidvania at its heart, with 
new areas opening up as you unlock new animal 


forms that range from a snake that can cling to 
walls, to a flying fire-breathing dragon and a pig 

that can use its snout to sniff out secrets. As your 
adventure continues, you'll have to continually 
switch forms in order to solve puzzles, leading to 
some truly head-scratching, but ultimately satisfying 
moments. Filled with familiar tunes from the popular 
series and boasting colourful, outrageous-looking 
visuals, Cursed Kingdom is an absolute delight. 
Don't miss it. 


Dead Space: 
Extraction 


= Year: 2009 = Platform: Wii 


This spin-off of the Dead Space series 
25 was tailor-made to suit the more 

modest aesthetics and unique control 
system of the Wi. It’s a fine trade-off delivering 
an exceptionally creepy horror experience and 
plenty of opportunity to put your Wii remote 
through its paces as you shoot down hordes 
of Necromorphs. Despite its light-gun origins, 
Extraction is a proper story-fuelled experience 
with interesting characters, and a constantly 
twisting plot that neatly ties to the original game. 





100 GAMES TO PLAY BEFORE YOU DIE 


Grand Theft Auto: 


Chinatown Wars 
Year: 2009 = Platform: DS 


While the series never hit home Nintendo consoles, 
the DS did get this exceptionally good offering. 
With a distinctive cel-shaded style, Chinatown Wars 
is still a blast to play thanks to its decent story and 

Pm interesting characters, some 
\j © clever uses of the DS's touch 
; screen and a ridiculously 
deep drug-dealing 
minigame. Portable violence 
i in the palm of your hand. 


ed 

eek Sie ae 
D 

aie 
a bah 


Pilotwings 
Year: 1990 = Platform: SNES 


Who would have thought that learning to fly 

could be so much fun? Nintendo EAD’s game 
requires you to master several types of air-based 
contraptions (as well as skydiving) including 
jetpacks and hang gliders 8... (a) j= 


across progressively = 
tougher courses. Please your as 
instructors and you'll be able ie 

to take on one final dangerous Ft . 
mission to show off the many - 


RY OlU MV cM aATeRI(clicren 


Snake Rattle N Roll 


Year: 1990 = Platform: NES 





es = Rare released some cracking 
Se oe CET Ken lceN cM elt acl 
oy Teck \m old-age eal Meal tclalg 
i a isometric gem. The aim of 


the game is to slither across 
the large isometric levels 

= (ideally with a friend in tow) 
and eat as many Nibbley Pibbleys as possible. Once 
you've eaten enough, you can head to the end- 
of-level scales, weigh yourself and reach the next 
stage. Hitting enemies causes your snake to lose a 
segment of its body, meaning you'll want to tackle 
each stage as carefully as possible. 


Banjo-Kazooie 
Year: 1998 = Platform: Nintendo 64 


ry The best N64 platformer 

- that isn’t Super Mario 64 

$ works largely because of § 
the interplay between its 


two lead characters. The 
bickering between 
Banjo the . , 

bear and his bird partner Kazooie » (al re 
never gets old, while they share al 
some great moves between them, 


X 
which allow them to navigate the 
sandbox-styled worlds. It’s easily \ \) 
the best game in the series and still holds Ss » 
up today. | el | 7 
Y i 
y 
100 GAMES TO PLAY BEFORE YO 2) 


hn i i) 









































Despite utilising 
a first-person 
perspective, Vetroid 


Prime never feels like an all-out 
shooter. Retro Studios ensures 
that the focus of Samus’ quest 
is always on exploration first 
(just like the earlier games) and 
making the most out of her new 
skills, which slowly unlock more 
and more of the alien planet 

she visits. It cleverly blends 
puzzles with tight level design, 
offers some tremendous boss 
encounters, including plenty of 
classic Metroid villains, and has 
an incredible atmosphere that 
still makes it utterly compelling 
to play through today. It's 
also available on the Wii with 
motion-based FF 
controls 

and its two 
sequels, but 
the original 
version still 
works best 
for us. 












| tee 











Fire Emblem 4 
Awakening | 


= Year: 2012 = Platform: 3DS \N 


Due to poor sales of the previous DS game (which 
1 6 never received a UK release), Awakening was going 
to be the last roll of the dice for the series. As a result 
Intelligent Systems made a number of changes, including 
the ability to disable the popular ‘permadeath’ feature, having 
characters pair up in the field, and having heroes defend each 
other or assist in attacks if they are placed next to each other. 
These new mechanics offer a whole new level of strategy 
and also help make the series more accessible than ever. The 
changes resulted in critical and commercial acclaim and the 
series is now stronger than it’s ever been. 







Ce ee 


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Str 


Mag 
Skill 














Spd 

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Res + 0 
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Resident Evil 4: 
Wii Edition 


= Year: 2007 = Platform: Wii 





has been ported to other systems since it made its debut on 

the Wii. The reason for the large number of conversions is 
that it remains a tremendous romp through the Resident Evil universe, 
fa) thanks to the return of Leon Kennedy, a brand-new over-the-shoulder 
viewpoint (that countless games shamelessly stole) a selection of 
immensely satisfying weapons and a delightfully silly plot. We prefer 
this Wii version over the GameCube original, as it has all the additional 
content from the PS2 and PC versions as well as excellent motion 
controls that genuinely enhance an already amazing game. 


1 5 We've lost count of the number of times Capcom’s game 








ei 
Syaeye Lh 


= Year: 2017 © Platform: Switch 





While it was released on both the Wii 
1 yh U and Switch, the latter system is the 

version to opt for as it offers far better 
performance. It’s a fresh reinvention of Nintendo’s 
long-running series thanks to its open-world 
setting, the ability to create meals and potions to 
enhance your abilities, weapon degradation, and 
a frightfully realistic-feeling world that allows you 
to manipulate fire and other elements to your own 


Mario & Luigi: 


Superstar Saga 
Year: 2003 _ Platform: Game Boy Advance 


While it borrows elements from Paper Mario, Mario 
& Luigi is very much its own game. It features some 
excellent, easy-to-understand combat mechanics, 
the story is genuinely 
enjoyable, and the 
brothers can combine to 
create unique new moves. 
Best of all it’s extremely 
funny, with plenty of nods 
to the Mario series. 





re Acee 
im dal: i 





advantage. Some Sle larlale(-Ten na taea ET aels gs 
dungeons compared to earlier games in the ee 


but there’s so much to do in Breath Of The Wil 
fal ai aera (LMA 1h PRS Lol eKe NI Ke tn) 


similar games, but it adds plenty of its ownideas  ~ 


and feels incredibly fresh and unique because of 

it. It’s quite possibly the finest Zeldagame we've 
ever played and it leaves us tremendously excited 
for the recently announced sequel. 


AY = BDA 


Year: 1999 _ Platform: Game insite 


Okay, we're cheating a 
little here. In addition 





to featuring a truly a 
astonishing portoflrem’s 9 “=~ 
arcade game, Bob Pape 
sneakily addedthe second _ 
} tats = 
arcade hit too, making — : 


this exceptional value 
for money. The DX is a nod to not only its deluxe 
status, but a brand new mode which mixes both 
games together into a suitably epic experience. 







Beetle 


Adventure Borl| 
Year: 1999 _ Platform: Ninte: lo 64 


This neat arcade-style racer works partly Ree 
it's great fun to tear around in a Volkswagen Beetle, 
but also because there’s so much to discover in it; 
each courseis absolutely _ = = 
chock full of interesting Gian ue 3 4 
shortcuts and alternate rr re * 
TeoUL wea Ney co LUTTI I ™yY 
Australian release swaps ry "| At 

the Beetles out for boring g 

HSV Commodores. 








” 


Sin And Punishment 


= Year: 2000 = Platform: Nintendo 64 


While some will argue that the Wii 
1 0 sequel is also worthy of inclusion, 

we're plumping for Treasure’s original 
because it often pushes Nintendo's console to 
near breaking point. Watching Sin & Punishment 
in action really is something, it flings all sorts 
of crazy effects around the screen, piles on 
spectacular set-piece after spectacular set- 


8 7 







piece, and is all held together by some truly 
satisfying combat mechanics. Like Super Mario 
64, Sin & Punishment's control system is built 
around the console’s unique-looking pad and it 
does admittedly take a while to master. Once 
you do however you'll be able to pull off all sorts 
of insane moves and look like a gaming god in 
the process. 








Osu! Tatakae! 
Ouendan 


= Year: 2005 = Platform: DS 








used the touch screen for tacky gimmicks, or as a way 

to genuinely enhance their games. Ouendan is a perfect 
example of the latter school of thought, forcing you to combine 
intricate taps and strokes to deliver one of the best rhythm action 
games we've ever played. You effectively take on the role of 
a cheerleading squad and must pull off your dance moves in 
order to help a variety of different people. While everything is in 
Japanese comic-style panels on the top screen to let you easily 
follow the story. The tunes are superb too, mixing a variety of 
popular Japanese genres. 


© When Nintendo first released the DS, every developer 


Prererereey | Gai 


Snot 


e Legend Of Zelda: 


Z iP enin 
oa 1993 = Platform: Game Boy 


Many consider this to be the best 2D Zelda and 
it’s not hard to see why. The dungeon design 
throughout is truly exceptional, while the inventive 
Pes fights are taxing, but never overwhelming. 
= The surprisingly dark 
storyline is one of the 
L. best the series has 
er Reicrce nial ena 
teehee EAA 
a | Game Boy never taxes 
7 4 the design team’s lofty 
| ambitions. 









Fire Emblem: 


Wild Guns 


= Year: 1994 = Platform: SNES 


of Natsume’s game on release, meaning it 

now sells for utterly stupid prices on eBay. 
Set in a weird world that combines the Wild West 
with Steampunk, Wild Guns is notable for its gigantic 
bosses, satisfying shooting mechanics (virtually 
everything onscreen can be shot to pieces) and neat 
scoring system. It’s initially hard to acclimatise to due 
to its interesting setup (you have control of both your 
character and gunsight), but once it clicks you'll find 
yourself effortlessly mowing down the hordes of 
enemies that get thrown at you. An enhanced version 
was recently re-released on Switch, meaning there's 
no excuse not to play it. 


2 Araaanaly, no one really saw the wrlace 


ea MOlm tele) 
Year: 2005 = Platform: GameCube 


A limited release 
aatcyclarce Cam ile 9 
western Fire Emblem 
released for ahome 
console now fetches 
high prices online. 2 
It’s worth taking Say 
the hit, as it has one 





GoldenE 


= Year: 1997 = Platform: Nintendo 64 











in multiplayer) but there’s no denying 


1 It’s showing its age a little now (particularly 
what a landmark title GoldenEye is. Its 





of the best stories in the series, plenty of lovable 
characters and satisfying combat mechanics. 
Additionally, if you transfer your save to the Wii 
sequel, Radiant Dawn, your characters in that game 
will receive handy stat boosts. 


Super Mario 3D World 


Year: 2013 = Platform: Wii U 


It’s rather astonishing that this excellent platformer 
hasn't been re-released for the Switch. As you’d 
expect from a 3D Mario game, Super Mario 3D 
World is filled with clever flourishes, neat gameplay 
mechanics that never outstay their welcome 

and plenty of new suits and items to try out. It 

also supports up to four players for some fun 
multiplayer shenanigans. 





multiplayer (which ir ele Teller fiat 














IN THE HN 


IE HNOW 


» PUBLISHER: NINTENDO 
» DEVELOPER: NINTENDO 

» RELEASED: 1981 
» Platform: ARCADE, VARIOUS 

» GENRE: PLATFORMER 





30 | 100 GAMES TO PLAY BEFORE YOU DIE 








ra i pn 


COIN-OP CAPERS: DONKEY KONG 


Donkey Kong 


Martyn Carroll takes a definitive look back at 
Nintendo's timeless classic and unravels its 
brilliance by speaking to the very people who 


know the coin-op intimately 


puke) pelt d Sait) 


NINTENDO ERICA INC 


hen it comes to 
iconic videogames, 
Donkey Kong is the 
daddy. Created by 
gaming legend Shigeru 
Miyamoto and released to huge 
success in 1981, it's one of the most 
celebrated and treasured games in 
history. It goes without saying that 
it has single-handedly defined the 
platform genre and introduced us to 
not one but two of the most popular 
videogame characters ever — the 
titular gorilla and his tormentor Mario. 
Such is its impact that some enduring 
videogame myths have built up around 
its creation. Was the game supposed 
to be called ‘Monkey Kong’ but the 
name got misinterpreted somewhere 
along the way? Probably not. Was the 
game originally designed as a vehicle 
for Popeye and Brutus? Apparently so. 
Was the game responsible for saving an 
ailing Nintendo of America from certain 
bankruptcy, and providing the Japanese 
parent with the funding and impetus 
to develop the Famicom and therefore 
change the course of gaming forever? 
Quite possibly. 


The facts are that in July 1981 
Nintendo produced Donkey Kong 
as an upgrade kit for Radar Scope, 
its Galaxian-inspired game released 
the previous year that, despite initial 
success, had largely flopped in the 
US. The majority of US-based Radar 
Scope machines were converted, 
clearly indicating that the space shooter 
hadn't been pulling in as many quarters 
as hoped. The new game certainly 
did the trick, as Nintendo quickly went 
from manufacturing conversion kits 
to building dedicated cabs to meet 
the massive demand. This led to two 
cosmetic ‘flavours’ of Donkey Kong: the 
new, widely produced blue-coloured 
cabs with added side art, and the 
rarer converted Radar Scope cabs that 
retained their original red paintwork. 

A year on from its initial release, 
Donkey Kong had reportedly earned 
Nintendo $180 million. This success led 
to a clamour of console and computer 
manufacturers looking to license the 
coin-op. Once more, the whole episode 
is now swamped in folklore, with deals 
done that supposedly led to lots 
of hand-wringing and toy-throwing. 


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It's even commonly suggested that 
Donkey Kong played a part in 
scuppering negotiations that would 
see Atari release the Famicom in the 
US. All that aside, the deals resulted 
in Coleco receiving the home console 
rights and Atari settling for the home 
computer rights. 

Coleco immediately played an ace by 
bundling the game with its ColecoVision 
console, causing hardware sales to 
skyrocket. It also put the game out on 
the Intellivision and Atari 2600 consoles. 
Such was the popularity of the game 
that even the scaled-down 2600 
version shifted more than 4 million 
units, generating a massive $100 million 
in sales. Atari itself released the game 
on its 400/800 computers and ported it 
to several others, including the VIC-20, 
C64, TI-99/4A and Apple II. Inevitably, 
unlicensed clones with cheeky titles 
like Donkey King and Killer Gorilla 
flooded many computer platforms in 
the early Eighties. Nintendo, meanwhile, 
capitalised on the success of the 
original with a couple of arcade sequels 
and a range of Game & Watch handheld 
titles. Mario would, of course, go on to 
dominate Nintendo's character roster for 
the next decade, but our anthropoidal 
friend swung back into contention in the 
mid-Nineties with the release of a new 
Donkey Kong title on the Game Boy, 
and the first of Rare’s Donkey Kong 
Country games for the SNES. 

The original game may be 
approaching its 30th anniversary, 
but it is most certainly far from 
being forgotten. In recent years it 
has even been thrust back into the 
public consciousness thanks to the 
high-profile battles over the Donkey 
Kong high score world record. Die- 
hard players Billy Mitchell and Steve 
Wiebe have also been involved in a 
long-running battle to claim the world 
record, with their efforts to one-up 
each other's achievements memorably 
chronicled in the 2007 documentary 
The King Of Kong. Earlier this year, a 
brand new competitor named Hank 
Chien appeared and entered the fray, 
so now it's a three-way fight for the 
most coveted title in competitive 
videogaming. In October 2015, Robbie 
Lakeman claimed the coveted title with 
a colossal score of 1,177,200 — but it will 
have probably changed hands again by 
the time you read this! 


100 GAMES TO PLAY BEFORE YOU DIE | 31 





the &€xpert 


» NAME: HANK CHIEN 

» AGE: 36 

» DATE OF BIRTH: 
4 AUGUST 1974 

» HOMETOWN: 
NEWYORK, USA 

» OCCUPATION: 
PLASTIC SURGEON 


1 he 


Bloomin’ Barrels 

Jump them, smash them or 
simply avoid them. Just don’t get 
flattened by them. 


32 | 100 GAMES TO PLAY BEFORE YOU DIE 








i Is it true that you only started 
playing Donkey Kong after seeing 
the King Of Kong documentary? 
| think | may have played one game 
of Donkey Kong prior to watching The 
King Of Kong, but yes, it's pretty much 
true | had never played the game. After 
watching the documentary, | decided 
to play just for fun. | had no idea where 
| could find a Donkey Kong machine, 
but | was aware of MAME. | improved 
very rapidly on MAME and after three 
months | reached the kill screen. At 
that point, | decided to find a public 
machine and thanks to the internet | 
found one pretty quickly at Barcade 
in Brooklyn. | then searched eBay and 
Craigslist for my own machine and after 
a few months | was able to find one in 
reasonable shape for a reasonable price. 


| At what point did you realise that 
you had a chance at the crown? 
My initial intention was not to break 
the world record. | really was 
just playing for fun. In fact, 
| was going to try to break 
a million and then sell my 
machine. | wasn't even 
sure | could even break a 
million until | actually did it. 
It was 13 September 2009 
and | had a business trip that 
day and had a flight to catch in 
two hours. My high score at the time 
was around 940,000. | started to play a 
game in those two hours and | scored 
1,037,700 and barely caught my flight. 
My first million point game was only 
12,500 points shy of the world record. 
At that point | realised | had a shot and 
| started playing seriously and recording 
my attempts. 


Loopy Lifts 


"i 


Z 
cm 


at the bottom. 


7 


aT Cd 
The flames are a pain and 


they feature on most screens. 
Avoid them wherever possible. 


126100 
bee Ss 


HOW HIGH CAN YOU GET 


» Upon passing the fifth level, the game loops until level 22, 
where a bug prevents further play. 


@ Can you describe the events that 
led to you scoring 1,061,700 points 
on 26 February 2010? 

After my first million point game, | 
actually did not play much because | 
was discouraged by the Twin Galaxies 
rules for scores over a million. Basically 
at that time it had to be done live in front 
of a referee. The rule was changed in 
November 2009, but with the holidays 
and work, Donkey Kong took a back 
seat. However, in early February | put 
my mind to it. In the coming weeks, | 
had several very close games, so | knew 
| could do it. Then came 26 February, a 
Friday. Ordinarily | would have been at 
work, but a huge snowstorm covered 
the city and my car was buried in snow 
so | was stuck at home with nothing to 
do but play Donkey Kong. In the evening 
| had a really good start and didn't die 
until late in the game. The rest is history. 


Be careful jumping to and 
from the lifts, and be sure not to 
get yourself caught up in the gears 


Jumping Jacks 





» Is it better to take the low or high route? Expert players 
always opt for the latter. 


@ Your achievement generated lots 
of press once Twin Galaxies verified 
it. It must have been a pretty crazy 
few weeks for you... 

After | broke the world record it was 
really crazy. People were calling my 
office, my home, my parents’ home, 
email, Facebook, you name it. | was 
flooded, and that’s on top of my 
ordinary busy life. It was fun to get all 
that attention, but only for about a day! 


Did Billy Mitchell or Steve Wiebe 
offer their congratulations? 
Billy Mitchell acknowledged my 
achievement, but | have not spoken to 
him directly. | would like to meet him 
at some point. Steve Wiebe called and 
emailed to congratulate me personally. 


Billy reclaimed the high score in 
July this year, then Steve grabbed 


Things to look out for when 


attempting to topple the silly gorilla 


ot AVA} 

Don’t end up with pie on your 
face. Time your jumps and beware 
of the conveyor changing direction. 


You need to position yourself 
carefully to dodge these fast-moving 
hazards. Tricky in later levels. 








» Hank pictured here practising on his very own Donkey 
Kong cab in his Manhattan apartment. 


it once again in September. It looks 
like neither of these guys plan to 
give it up any time soon. Are you 
planning to try to take it back? 

Steve is a great player and he has 

been working hard to reclaim the world 
record, so he deserves the top spot. 
Congratulations to him! | do plan on 
taking it back, but my main goal is to 
maximise the game to the best of my 
ability, whether it is a world record or 
not. In my original world record game, | 
held back a lot and made some careless 
mistakes, so | know | can do a lot better. 
To score high you have to take a lot of 
risks and be really aggressive. 


@ What kind of high score do you 
think is possible, with a perfect run? 
The current world record is nowhere 
near the maximum. The thing about 
Donkey Kong is that there are so many 
variables and so many ways to play 

the game, it's hard to say exactly what 
the maximum score is. | think that the 
achievable maximum score is close to 
1.2 million, but it would require a lot of 
skill and luck to pull it off. The theoretical 
maximum is a lot higher — maybe 1.5 
million. A great thing about the game 

is that the world record will always be 
beatable. This saga isn’t over yet. 


@ There's been talk of The King Of 
Kong becoming a dramatised movie. 
If this happened and you were 
featured in the film, who would you 
like to play you? 

| don’t think there are any Hollywood 
actors good looking enough to play me, 
but if | had to choose, maybe Brad Pitt 
or Johnny Depp could do it! ¥&€ 


Expert strategies 
from the newest 
challenger to the 
Donkey Kong 
world record 


4 @ TOP TIP 
« ) For beginners, just clear 
the boards as fast as you 
can. On the barrel board always keep 
an eye on the barrels above you and 
prepare for the worst case scenario 


There really aren't many secrets; it's 
just a matter of practice 


@ BONUS PLAY 

2 When playing for a high 
a] score, it’s a combination 
of knowing when to hang around and 
accumulate points and when to finish 
the stage to claim the bonus. It is not 
always beneficial to stay around on 
a board as the bonus timer ticks down 
very fast, particularly in the later levels. 
You have to know when you can 


‘beat the clock’ and when you just 
have to call it quits 


3 @ HAMMER TIME 

Ws Whether to grab the 
hammer or not is a 

complicated question. On the barrel 
board the top hammer is safe, but 
the bottom hammer is dangerous. | 
grab it when I'm playing for points 
but when I'm playing for survival I'll 
usually skip it. On the conveyers and 
rivets, that’s even more complicated. | 


could probably write a short book on it 


4 @ RIVET ROUTE 

4 ) There are two patterns 
on the rivets that are 

commonly used, yet there is no 
consensus even among the top 
players as to which is better for 
survival or for points. In one pattern 
you clear all the rivets on the left and 
then try to grab the top hammer. In 
the other, you clear all of the rivets 
except the one on the level with 
the bottom hammer, then grab the 
bottom hammer and run across. 
Even those two patterns are not 
foolproof and you have to know what 
to do when it falls apart. 











Fh ins a 


COIN-OP CAPERS: DONKEY KONG 


The SequWeLsS 


There are dozens of Donkey Kong 
spin-offs, but only three true sequels 


Peer ieee Donkey Kong Jr 
ry é Oe Released: 1982 
: [exer] 


The success of 
Donkey Kong meant that the 
sequel arrived faster than a 
tossed barrel on a greased 
girder. But what's this? 
There's not a single barrel 
to be seen. Donkey Kong 
has been caged by Mario 
and the moustachioed one 
has unleashed all manner of 
jungle critters in an attempt 
to stop DK’s plucky son from 
© rescuing his dad. Donkey 

Kong Jris a platform game, 
but a lot of time is spent traversing vines and chains, which 
can be cumbersome. It doesn’t help, either, that Junior is 
rubbish at jumping, and the result is a slightly awkward 
sequel that, while utterly charming, lacks the smoothness 
and grace of the original. 


Donkey Kong 3 
Released: 1983 
DK Jr played a little on the 


sluggish side, but you certainly couldn’t 
level that at this fast-paced shooter that’s 
far removed from the platforming roots 
of the series. The title character is once 
again the cranky nemesis, but Mario 

by now had better things to do, leaving 
goofy urchin Stanley to step in and deal 
with DK. The frantic action takes place 
over three stages set in a greenhouse, 
and in each one Stanley must continually blast the pesky 
primate with his insect spray gun, forcing him up into the 
rafters where stinging bees ultimately await him. It works 
brilliantly as an arcade game, in that you offer up a credit 
and get your five minutes of fun, but the game lacks variety 
and doesn’t warrant repeated plays, thereby denying it the 
lasting appeal of its forebears. 


Donkey Kong (GB) 
Released: 1994 
When it comes to resurrecting 


and reinventing a franchise, nobody 
does it better than Nintendo. This 
game, launched alongside the Super 
Game Boy in 1994, is a perfect 
example. It begins as a nifty homage 
to the original coin-op, with the 
arcade’s four screens authentically reproduced with a few 
little extras thrown in, but instead of the game looping back 
to the beginning once DK hits the deck, it instead presents 
the player with a squillion extra screens to negotiate. In the 
majority of these, Mario must find an oversized key and 
carefully carry it to the locked door, which leads to the next 
level. Part-puzzler, part-platformer, this is an excellent update 
that deservedly spawned its own spin-off series in the Mario 
vs Donkey Kong games on the GBA and DS. 


100 GAMES TO PLAY BEFORE YOU DIE | 33 





The machine 


Chris, a 39-year-old IT support worker from Gresham, 
Oregon, had hankered after his own Donkey Kong cab 
ever since first playing the game in his local bar and grill 
aged 11. He ran an ad on Craigslist looking for a red 
DK cab and a lady not too far away answered his call. 
It transpired that she’d acquired it from a local vendor 
who originally purchased it new as a Radar Scope 
machine. Unfortunately, it needed a lot of work. 
“lt was one step away from a landfill,” 
Chris tells us. “The bezel was so scratched 
| could barely make out the monitor. The 
coin door was rusted and the coin mechs 
were jammed up. To make matters worse, 
someone had attempted to cut a hole in 
one of the sides. | wanted a red DK really 
badly but man, this thing was a mess.” 
Undeterred, Chris transported the cab 
home and began the process of bringing it 
back to its brilliant best. “Donkey Kong was and 
always will be a passion for me,” he says, “and 
it’s just as much fun now as it was back then.” 

















To restore my Donkey Kong, | began by lightly sanding 
down the entire cabinet to give the primer something 
to adhere to. All of the imperfections including the 
busted edge and the place where someone had 
attempted to cut a hole were reconstructed with 
Bondo putty and sanded flat. The primer was shot 
with a spray gun. | couldn't get the oil paint to shoot 
correctly so it was applied using a foam roller. The 
paint colour was matched by removing a red chip from 
underneath the coin door where it hadn't seen daylight 
since 1981. 


The original board had developed 

bad RAM somewhere. Since | don’t 
have the expertise to do this kind of a 
board repair, | sent it to Dick Millikan 
of Auburn, Washington, who is known 
for board repairs. Dick sent me a 
working board. Being a huge Donkey 
Kong fan, it was mandatory that the 
Brasington kit was installed. This is an 
add-on kit that enables the game to 
save high scores. It's also necessary if 
you want to install the D2K: Jumpman 
Returns hack. D2K is amazing! 


ane ca 4 





34 | 100 GAMES TO PLAY BEFORE YOU DIE 












































The monitor is the original Sanyo i 
20EZ that has been recapped — this i 
is where all the capacitors on the} 
monitor PCB are replaced. It is 
currently using the original flyback. 


™ CONTROL PANEL | 


The control panel has been replaced 
with a reproduction. Interestingly 
enough, the original panel was using 
the Radar Scope red button for jump, 
which | chose to re-use. The P1 and 
P2 buttons are the original Nintendo 
dark blue. The new instruction cards 
are also reproduction, as well as the 
dust cover. 


The control 
panel itself 


is in good 


COIN-OP CAPERS: DONKEY KONG 


In the mid-Seventies, 
while in college 
studying electrical 
engineering, | was 
hired by a small 
engineering consulting 
company. Among 
other projects, | 
developed and 
patented a handheld 
billiards game called 
Bank Shot, based on 
a 4-bit microprocessor and an array of 72 LEDs. 
When the Atari 2600 came out the handheld games 
started to suffer at the expense of the newest, 
greatest thing — videogames. In response, | bought 
an Atari machine, opened it up and reverse- 
engineered it so that we could compete in that 
space. I've been developing games ever since. 


At the time, around 1981/1982, there 
weren't a whole lot of independent 


It was a three to four month schedule, which was 
about half the time that should have been allotted. 
The deadline was immovable, with the ROM 
cartridge needing to go into manufacturing in time 
for a holiday shipment. | worked without sleep for 
the final 72 hours to deliver it on time. It took me a 
month to physically recover from the ordeal. 


There were two factors that prevented me from 
including the other two screens. The cartridge was 
4KB in size, and the beta version of the game, after 
three months of labour and two screens complete, 
came in at around 6KB. | was over by 2KB. Bigger 
cartridges were available, but Coleco made the 
financial decision not to go for an 8KB cartridge, 
despite my recommendation and pleading. So, 
rather than having an extra 2KB to play with and 
add more screens, | had to spend the last month 
crunching out 2KB just to make the two screens 

fit in a 4KB cartridge. The second 

factor was the schedule. There 

was no time left. The other screens 


shape. It is 
not dented, 
warped, or 
Swiss- 
cheesed. The 
control panel 
overlay is in 

decent condition, though it has a 

hole worn in it at the front. | have 

a new overlay for it that | found on 


videogame developers who knew 
how to program the Atari 2600. 

| had the knowledge as | had 
reverse-engineered the platform 
the previous year. My brother Steve 
owned an engineering company 
and he had a relationship with an 
executive at Coleco — | believe his 
name was Eric Bromley. Steve got 


would have been impossible on the 
allowed schedule. 


| got a very, very tiny slice. Enough 
to make it worthwhile, but | 


eBay about a year ago. | will install 


it when | restore the machine 
cosmetically. Regarding the 


joysticks, which are Seimitsu/SNK 


LS-30s, one of them was new 


when | got the machine, while the 


other has moderate wear. 


a COIN MECH 
The coin 
mechanisms 
are original. 
| decided 
to paint the 


coin door and : 


leave the coin entry wear marks 
for authenticity's sake. 


the Donkey Kong contract with Coleco 
and subcontracted the project to me. It’s all 
about relationships. 


No, nothing. My only source was the actual arcade 
game. | had direct access to a machine, which 
Coleco provided, but | didn’t get to keep it! 


| wanted the 2600 version to look just like the 
arcade game, but there was a technical problem. 
The Atari hardware did not have enough memory 
to display a full bitmap background — the 
background memory only held enough bits to 
cover half the screen, so the video display driver 
would display either a repeating pattern or a 
reflecting pattern. With this limitation you could 
not display the slanted ramps that were such an 
important aspect of the look of the game. This 
frustrated me until | came up with a technical 
solution to overcome the limitation, allowing for 
slanted ramps. It required a rewrite of much of the 
code but | think it was worth it. 


certainly didn’t get rich off it. 


Not to pat myself on the back, but | still love the 
game. | thought it turned out pretty well. From 

my perspective | focused on the quality of the 
game experience that was in the cartridge rather 

i tar-TaM clan Ualeiare maar -Mi-(el mar) mated eal (NZRU G) 
missing. | really wanted to get the iconic first level, 
with Mario jumping over barrels, to feel as close to 
the arcade game as possible, and I’m comfortable 
with how that turned out. 


The importance of the iPhone cannot be 
overstated. The single most important thing it 

has done is change the buying habits of the 
videogame consumer. Two years ago my eight- 
year-old son would ask me for a $30 cartridge for 
his Nintendo DS. Today he asks me if it’s okay to 
download a $0.99 iPhone game, and he’s equally 
satisfied with the experience. Apple has taught the 
consumer that good games can be had for under 
$2 and the games industry will never be the same. 
The genie is out of the box and the industry will 
never get it back in. 


100 GAMES TO PLAY BEFORE YOU DIE | 35 








The conversions 


HIGH SCORE 


ARE] 
te be aL A 





(DESL MVE SIOM) 
That Stuart Campbell 
awarded it the prestigious 
accolade of best 8-bit 
arcade conversion of all 
time back in issue 76 
should be a big indicator 
of how good this version 
plays. Featuring big, 

bright colourful visuals, 
faithful gameplay, and 

all four stages, it’s a 
nigh-on perfect conversion 
for Lord Sugar’s unfairly 
mocked wonder 

machine, which is 

why we're awarding 

it best conversion. 


oO 7600 


This is a poor conversion, 
even by Atari 2600 
standards. It's missing 
two stages (Cement 
Factory and Spring), DK 
looks like a deranged 
gingerbread man, the 
barrels look like cookies, 
and the behaviour of the 
enemy flame sprites 

— they simply yo-yo from 
one end of the screen 
to the other — is easy to 
circumvent. The controls 
aren't great either. 





UlTt 


Poor graphics aside, 


36 | 100 GAMES TO PLAY BEFORE YOU DIE 


the intensity at which 
Kong lobs his barrels is 
relentless, and coupled 
with Mario's weedy jump 
is a perfect recipe for 
irritation. In this version 
it also takes Mario an 
unnecessarily long time to 
climb ladders — although 
this might have something 
to do with the giant arse 
that Sentient Software 
has retrofitted him with, 
only visible when he's 
climbing ladders. 

i. C64 (Atarisoft) 
This superb version 
by Douglas D Dragin 


is another great port. 
Released in 1983, it's the 
first official port to include 
all the stages — impressive 
considering it was one 

of the earliest titles for 
the C64, and subsequent 
ports on machines 
boasting far more tech 
managed just three. With 
great presentation, and 
the option to tweak the 
difficulty of the game, 
this is generally the more 
popular of the two C64 
versions that saw release. 





LO 


As well as the great 


Atarisoft offering, C64 
owners received this 
equally impressive one by 
Arcana, which also did the 
CPC version. Featuring all 
four stages — although this 
time it's worth noting that 
they follow the original 
Japanese level order 
— great sounds, smooth 
gameplay and all the 
cut-scenes, it’s another 
great conversion. 

NIEC 


As you would expect 
being on the NES, and 
from Nintendo, this is a 
great conversion. The 





visuals look authentic, 
and the gameplay and 
controls are solid. It's 
missing the Cement 
Factory stage and the 
sounds and music differ 
from the arcade version. 
This is the most popular of 
all the home conversions, 
which is why the cart 
stayed in production for a 
staggering five years. 


7. Avole || 

7. Apple Ii 
Despite no Cement 
Factory, this conversion 
still offers an authentic 
game of DK, delivering 
some of the more trivial 





——— I eee ee 


COIN-OP CAPERS: DONKEY KONG 


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pe 
ol 


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miu Taletelataley 


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elements of its arcade 
parent — such as the ‘how 
high can you get’ intro 
screen and the inclusion of 
Pauline’s girly possessions 
—at the price of good 
graphics and sounds. It's 
the nippiest conversion 

of the game out there, 
and one of a handful to 
allow players to tweak 

the difficulty. 

. ColecoVision 
Once again no Cement 
Factory stage, but 
nonetheless a decent 
effort that looks and 
plays well. Unfortunately 


its controls let it down, 
though this has more to 
do with the inaccurate 
nature of the console’s 
disc-stick controller than 
anything else. Coleco 
also released a version 
for its Coleco Adam 
computer. It doesn’t look 
as good as the console 
port, but it does include all 
four stages. 

D9. VIC-20 

The graphics are below 
par, and the game isn’t 
very smooth, but it’s not 
all bad news: the game 
sounds fantastic, and, 


ST a 


amazingly, features all four 
stages, which is really 
quite unbelievable. This is 
as good a job as Atarisoft 
could be expected to 
muster up on the modest 
tech. Taking this into 
account, this is another 
decent conversion of DK. 





Biggest surprise of the 
night, though, goes to this 
fantastic conversion for 
the TI-99/4A. While the 
visuals look a little washed 
out, and the sound effects 
are painful, the sprites do 
look nicely detailed and 


Selon a an gg ag 


a 


cara 


the game is the complete 
package featuring all four 
levels from the arcade 
game in the US order. 
The gameplay is nice 

and smooth too. A 

great conversion. 


. Atari 800 
Without doubt the best 
version to be found 
on an Atari machine, 
and was another of a 
disproportionate number 
to include all four 
stages. There are slight 
differences to the arcade 
original that only astute 
Donkey Kong fans will 


a 


pick up on, but most will 
see this as a good-looking 
and complete port that 
certainly puts the dismal 
2600 effort to shame. 





Unsurprisingly, the MSX 
conversion, which was 
also by Sentient Software, 
suffers from the same 
issues that plague its 
similar Spectrum port 

— namely it doesn't look 
great and Donkey Kong 
seems to be working 
himself into an early grave 
at the top of the screen. 
This is probably the worst 


ee dee LL 





of all the conversions 
published by Ocean. 





Mario looks like Q*bert 

in dungarees, Donkey 
Kong like Swamp Thing, 
and Pauline like an orange 
dinosaur. It only features 
two stages and it controls 
like a dead body. It’s 
rumoured that this version, 
developed by Coleco, was 
so bad that, upon seeing 
it, Mattel thought the 
company was trying to 
sabotage its machine. We 
can believe it. 


100 GAMES TO PLAY BEFORE YOU DIE | 37 


GAME CHANGERS 


SUPER MARIO BROS 


SPRHOSHSHSHHSHHSHSHSHHSHSSHSHSHSHSHSHSHSHSHSHSHSHSHSHHHSHSHSHSHSHSHHSHHSHHSHSHSHSSHHSHHSHHSHSSHHSHHSHHSHESHSSHHOSHEHSHSHHEHHOSHHOHEOEEHEOEEEEEE 


r RELEASED: 1985 PUBLISHER: NINTENDO DEVELOPER: NINTENDO R&D4 SYSTEM: NES/FAMICOM 





= The sequel to Mario Bros, Super Mario Bros popularised the 





i . . . 
zig side-scrolling platformer and added multiplayer to what became 
Nintendo's flagship title 
T 71 
al 
-”™ 
riginating as a coin-operated game back in 1985, has since seen many contenders attempt to knock Mario off his 
Super Mario Bros eventually became synonymous pedestal atop the platforming throne. Few have come close, none 
with the NES - establishing itself as a killer app for have succeeded, and the superiority of Super Mario Bros comes 
the Eighties console. The platformer was a spiritual down to one aspect: its mechanics. 
successor to Mario Bros — a game that attracted a fair share of Oddly, in a world of moustachioed plumbers, lizard-dragons and 
attention in its own right — but in adding the Super prefix (a trope Shy Guys, Super Mario Bros is defined by its realistic mechanics. 
that would come to define Nintendo sequels and spin-offs), the For an 8-bit game, the momentum and subtlety behind Mario and 
developer managed to create a game that would come to define the Luigi’s movements was incredibly deft, operating on a system that 
platform genre outright. you could understand from the first time you picked up the pad, 
The game is not only a classic — generating a buzz on its Japanese —_ yet would probably never master. The physics were analogous to 
and Western releases through, mostly, the rare gift of positive real life; if you wanted to attempt a large jump, you'd have to get a 
word of mouth — but it also stands up to the test of time. The game running start. Conversely, if you started Mario off on a run (which 
remains a relevant and valid example of platforming done well; Super | was wonderfully animated with his stodgy little hands pumping up 
We Mario Bros popularised the side-scrolling platformer, and the genre and down at his sides), you'd have to give him a margin of space to 





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THE IMPENDING DEATH 
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come to a stop in. Critics of the game called the mechanics slippery, KEY 


oe 
but this didn't deter the fans — players who would stick with Mario ~ ae 


and his bizarre world indefinitely — who fell in love with the peculiar ede 
momentum Mario popularised. 
The bounciness of Mario's world also appealed to those first eS Talal) 
coming into gaming proper — jump on an enemy, and you'll have . eee is the second 
to fine-tune your landing. It wasn’t a matter of simply killing your : best-selling game WELCOME TO WARP 7ONE? 
enemies; that was only half of the battle. The game took full ae) 1 aa eT) : 


advantage of this, introducing an eclectic cast of villains that took = a 40.24 million 
full advantage of the seemingly limited scope that Mario had in Pate) (Eee tol gs] 
his movements. Some would require tackling from above, some : — behind Wii 
avoiding altogether, some only vulnerable at certain times. The ; Sports’ ridiculous 
= 82.45 million 
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interesting and d iverse 2 aes » These secret areas allowed you to skip levels. Most are very well hidden. 


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i. = Super Mario Bros has gone on to become a popular one with speed runners). On top 
move-set designs a Coats Tara) of that, there was even a slew of secret levels tucked into various 
Phe em tL nooks and crannies of the various worlds, wresting you out of your 
power-ups — hidden in boxes that could be completely missed, if you = composer Koji comfort zone and throwing you into a bonus round of whacked-out 
weren't attentive enough — were sparse enough to keep the game : Lele TT Ru weirdness. Nintendo's game is one that really rewards exploration 
challenging, but occurred often enough to always be fun, always : tempo of the six and its tight design still holds up brilliantly today. It was all part of the 
worth getting. The game’s level of challenge was perfectly attuned, Pg TUE Tol formula that would come to define Mario and his erstwhile franchise, 
suitable for all ages and never too easy or too hard for any party to Pe and it was all operating at 100 per cent efficiency from the start. 


take issue with: the bosses, too, each required dexterity and reflexes PCC Rut) Everything you'll play in a platforming game of any type nowadays 


to overcome, pushing the simple A, B, and D-pad of the NES to its PCE RL inevitably owes a nod to Super Mario Bros, and it's awe-inspiring 

feasible limit without ever becoming pad-breakingly frustrating. : quick pace of play to think about just how solidly Nintendo's seminal side-scroller 
The enemies were complemented with level design that made : established the genre. 

the most of the tight physics, too. The need to constantly alter - 7 ata all 

your vertical position after jumping was highlighted with staggered aT 

overground worlds that had high and wide platforms, forming paths Maelo . . 


Rell lunes) +) 
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: would fire bullets 
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PCB Clielgu ry 


into the clouds that felt wondrous and unique. The need to tune 
your position on-screen as you fell, and delicately press Jump’ for 
differential heights, was played upon in the tighter, much more 
claustrophobic underground sections, too. 

Both overground and underground sections were augmented 
by destructible environments that could throw a curve ball into the 
mix at any time, plopping you back on a lower level and interrupting 
your masterplan for completing the level in record time (the game 

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GAME 


THE BEST 


HACKS 


The great thing about games as simply constructed as Super Mario 
Bros is that they are easier to reverse engineer than their modern- 
day counterparts. This leads to some great custom games seeping 
into the public domain — Super Mario Bros is famous for having a 
vast array of hacked versions, so we compiled our favourites for 
your reading pleasure 


| 


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A minefield of invisible blocks and obstacles impede your progress through every A hack that adds new maps, new graphics, new enemies and new power-ups 
single level of this fiendish re-creation of Super Mario Bros. We played a few levels to the game, Extra Mario Bros sometimes doesn't hit the Mario template one-for- 
of it, and will happily say it’s harder than Dark Souls. lf you don't believe us, take the one, but it’s worth playing through just to get to the final boss battle. It’s quite a 
challenge yourself - you'll soon understand why we said it. stretch from what you'll be used to seeing in Mario games, but it’s worth a play. 


a --"F- 
USE SR SESE SESE SESE GCSES RSE a tata TSE tSES MSR SESE GESTS ESE SESE SESE Sranence 


eat moa eeepc — 


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SUPER 
MUSHROOM o 


FRESENT FOR GARUNA. 


Se 


SUPER MUSHROOM 


@ Replacing Mario with Toad, Super Mushroom sees power-ups replaced with 
enemies, new sound effects added for jumping and some reworked graphics and 
textures. The game is apparently at a'99.9%’ difficulty level and is considered one 
of the hardest SMB hacks made. 





THE NEW STRANGE MARIO BROS 


@ Intentionally glitchy and oddly designed levels are the trademark of The 

New Strange Mario Bros, a game that gets harder as it goes on. Infamous for 
incorporating new graphics that messed around with how the physics of the games 
worked, The New Strange Mario Bros really was the experience it promised. 


AUNT re IU 





LUIGI’S FIRST QUEST: THE SEARCH FOR MARIO 


@ Roles have been reversed, and it’s Luigi's time to shine in this interesting 
hack that places the lankier, greener brother in the shoes of his stodgy younger 
brother. The hack includes a slew of new levels that take advantage of Luigi’s 
higher jumping prowess. 








= a 


SUPREME ICE BROS 


@ A hack that sees the fire power-up of Mario's replaced with an ice-based 
attack, Supreme Ice Bros also replaces Goombas with ninjas (who receive a speed 
boost), sees Bowser become the devil, hidden paths in pre-existing levels and 
completely remade music. It’s stupidly hard, too. 


HELLO KITTY IN THE MUSHROOM KINGDOM 


@ This bizarre hack takes the sprites from the Japanese NES game Hello Kitty 
World and uses them to replace the eponymous Bros of the original title. Even 

coming with its own story, the hack is the result of a lot of effort, and actually a 
surprisingly good game. 











ee Se Se) 


lel le el 
ttt 


JOE & MOE PIZZA DELIVERY 


@ Probably riffing on the inherent stereotype-bashing inherent to Mario, Joe & 
Moe replaces the majority of the graphics in Super Mario Bros and replaces them 
with the creator’s own take on the Mushroom Kingdom. The levels have been 
redesigned, too, but not to a particularly high standard. 





As with other Nintendo games, 
it’s a piece of people’s childhoods. 
Anyone who grew up owning a 

NES remembers it fondly 





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-" _ ~~ ULTIMATE GUIDE: DUCK HUNT 


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Starring a smarmy dog and scores of hapless flying wildfowl, 
Duck Hunt was the game that introduced many to the joys of 
the NES Zapper lightgun. Mike Bevan looks back at the history 
and enduring appeal of Nintendo's virtual hunting trip 


Cae eee Meats MW Mme ecm il 
Hunt, for one simple reason - it was paired on a pack-in 
cartridge for the Nintendo Entertainment System along 
with one of the most popular and groundbreaking console 
games of all time, Super Mario Bros. But while Shigeru 
Miyamoto’s platform classic was undoubtedly the more attention- 
grabbing title of the compilation, Duck Hunt retains the endearing 
nostalgia of childhood, a cartoon shooting gallery with a sniggering 
canine companion and the hapless quacks of animated flapping 
ducks brought down by the simple act of pulling a plastic trigger. The 


grinning face of Duck Hunt's lovable dog, fresh from rooting around in 
bushes for nesting gun-fodder, has become an ironic and humorous 
hallmark for videogaming disappointment after missing your quarry 
in Nintendo’s lightgun shooter. And 30 years on, he’s set to make a 
comeback in the latest instalment of the Super Smash Bros fighting 


game franchise with a feathered friend in tow. It seems all these years 
later, the ducks are striking back. 

Although most people may know Duck Hunt from the Super Mario 
Bros compilation cart, it was in fact the debut pack-in title for the North 
American NES launch in 1985, when it came bundled with Gyromite, a 
platform game that worked with Nintendo’s Johnny Five-alike robot 
R.O.B. Coupled with its later appearance as a pack-in for various NES 
bundles alongside Super Mario Bros and World Class Track Meet, that’s 
an awful lot of copies of Duck Hunt out in the wild. 

Produced by renowned Nintendo designer Gunpei Yokoi, creator of 
the Game & Watch and Game Boy handheld systems, Duck Hunt was in 
fact a digital reincarnation of his earlier electromechanical toy, a Kosenja 
(‘light ray gun’) game of the same name. Released in 1976, the product 
used a small mirror-projection device to project white duck silhouettes 
onto a wall. The ducks would ‘fall’, accompanied by aloud quack, }> 











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when the player hit them with the 
shotgun-shaped lightgun provided. In fact, 
despite the absence of a pastoral background 
or your ubiquitous hunting dog, the basic 
game mechanics were very similar to the 
future NES version. However, the relatively 
high retail price of 9,500 yen (around £75 
adjusted for inflation) meant it was an 
expensive novelty back in Seventies Japan. 
The version of Duck Hunt that most of 
us are familiar with was launched on the 
Japanese Famicom console in April, 1984. It 
was one of three initial titles for Nintendo’s 
new Famicom Beam Gun peripheral, along 






with the Wild West-themed Wild Gunman, and 
the police-training style shooter Hogan’s Alley. 
In North America a version of the game was 
released for Nintendo's VS arcade system the 
same year, prior to its home release in 1985. 
Former Nintendo market-research analyst Jerry 
Momoda remembers Vs Duck Hunt well. “VS 
System games were an inexpensive two-chip 
update [of existing Famicom titles] with new 
cabinet graphics,” he says. “They were a 
welcome alternative for operators who had 
plenty of old cabinets. Operators could quickly 
change games on location with little downtime, 
and keep locations fresh with new titles. The VS 


ULTIMATE GUIDE: DUCK HUNT 





PERIPHERAL FAITHFULHOUNDS 
VISION More videogames eon doggy heroes 


Other games featuring notable or 
peculiar hardware add-ons 











GYROMITE Nes 


w Aka Robot Gyro, it was designed for use 
with the Robotic Operating Buddy (R.0.B.) 


STAR PAWS 
VARIOUS 





SAM & MAX = =PARAPPATHE OKAMI 
HITTHE ROAD RAPPER VARIOUS 





for NES. It's a two-player puzzle platform @ Based on an @ Released in aid of PC DOS PLAYSTATION @ Okamiputs you into 

game, the second player using R.0.B. abandoned concept the BBC's Comic Relief This was the first @ Wonderfully quirky and the paws of a snow-white 

to move on-screen gates and pillars by that was dreamt up by charity, this game saw outing for Steve Purcell's unmistakably Japanese, —_ wolf called Amaterasu, 

manipulating a pair of gyroscopic spinning tops. Manic Miner creator players controlling Ralph unlikely detectiveduo-a Parappaintroduced us tasked with exploring 
Matthew Smith, Star the dog and protecting six-foot fedora-wearing to the peculiar tale of a a watercolour-like 

MARIO CLASH virTuAL Boy Pawsresembledasort of his sleepwalking master. dogandahyperkinetic  funkypaper-thincanine, medieval Japan. You'll 

mw Amazingly, there were no proper Mario Road Runnerin space. As Ralph had to neutralise ‘rabbity-thing’. It's an his sunflower girlfriend, | need to master the 

games on Nintendo's failed console. What Captain Roger Pawstrong various hazards in his all-American road trip and a karate-practising game's innovative ‘brush 

there was, however, was this fun effort ee it was your job to capture owner's path as he involving robot scientists, onion, among other stroke’ techniques 

that has Mario flinging shells at enemies delicious but fiendishly careeredever-onwards, afrozenBigfootandthe things. Aprecursor tothe to solve puzzles and 

on distant ledges while avoiding enemies wary Space Griffinsand — takingcarenotto wake —_ world’s biggest ball of many popular rhythm- strike down enemies, 

and hazards found on his own platform. dispatch them to Earth. him up. It also featured twine, and formed the based games that while colouring in the 
The C64 version featured small cameos from basis for TelltaleGames’ followed, it also spawned _ beautifully dreamlike 

YOSHI'S SAFARI snes a great soundtrack by comedians Lenny Henry modernepisodicseries | aguitar-focusedsequel | gameworld resembling a 

@ One of the few fun times to be had with composer Rob Hubbard. — and Harry Enfield. of adventures. UmJammer Lammy. children’s drawing book. 

Nintendo's clunky Super Scope lightgun, 

it's an odd hybrid that sees you trundling 

along a highway blasting Bowsers 


minions, jumping obstacles and fighting 
ridiculous-looking bosses. 


RESIDENT EVIL 4 various 


@ For its survival-horror masterpiece, 
Capcom released a bloody-looking 
chainsaw-style controller. The PS2 version 
even made little revving noises as you ran 
around decapitating zombies. Sadly, the 
shape of the controller was a bit awkward. 
















Phe esto oo 
Rie ome eras 


OUT RUN 3D master system ‘ at ade Caw es 
@ While Space Harrier deserves a ” 3 
mention, we're actually going to go with 
Out Run 3D. The animation is a little 
choppy at time, but the impressive visuals 


a ; ae realistic | for pease Bre tiene yp) 


for it. Highly recommended. 












. 


System and PlayChoice were very successful alternated between duck and skeet shooting 
and Nintendo's last official coin-op games. Our rounds. And, as perhaps could be deduced 
guns were imported from Japan. The first from the cabinet marquee, which depicted Duck 
version was black in colour and looked like a .357 Hunt dog cowering from a hail of bullets, it was 
Magnum, so much that it was too realistic for possible to shoot more than just the ducks. There 
American street locations and could be mistaken was an added bonus round in which our canine 
for a real gun. They were made of pliable rubber pal popped up among the feathered targets and 
over a metal core, and as such didn’t last long in could be blasted by ‘mistake’, a misdemeanour 
American arcades...” for which he'd rightfully scold you at the end of 
While the arcade version of Duck Hunt was for the segment. To the future disappointment of 
the most part very similar to the console release, many a NES Duck Hunt player that longed to zap 
there were a couple of notable differences. The that annoying grin off the mickey-taking hound, 
cabinet was set up with a couple of lightguns this little Easter Egg was unfortunately nowhere 
with players taking turns to play, and the game to be seen in the console version. While 4 





JERRY MOMODA TWEETY BIRDS 


At Nintendo of America in the Eighties, Jerry helped to Ten more videogames starring various feathered friends 


test and promote new arcade and console products 


What’s your personal history with the console and 
arcade versions of Duck Hunt? 

| was hired by Nintendo in 1982, and was fortunate 

to be the one to communicate with Japan on games 
in development. No one wanted to touch the console 
industry in America after the crash of 1983. The VS 
[Arcade] System served as a bridge leading up to the 
North American NES release in 1985. Both Duck Hunt 
and Hogan's Alley were first released for the coin-op 
VS System in 1984. The VS System was simply a coin-operated version of 
the Japanese Famicom console. 





Was the arcade version of Duck Hunt as popular as the home version? 

It was designed to be a Famicom/NES title, from the simplicity of gameplay 

and the graphics. Duck Hunt was bundled along with Super Mario Bros in = CU 
some configurations of the NES console, so it reached way more players. It’s 

a better fit for the console player base. Duck Hunt and Hogan’s Alley both Co 
had instant but not long-lasting appeal in arcades. 


And in the arcade version you could actually shoot that pesky dog?! 

Everyone wanted to shoot [it] because it mocked players. And so it played a 
an antagonist role as it taunted players by laughing at them. For obvious i 
reasons, being able to shoot the dog was removed from the NES version. 

This was designed to be good, clean, family fun — a Nintendo trademark. a wy @ 
In Hogan’s Alley, shooting people (though animated) probably affected 


its marketability. bere 


How important do you think the cartoon-like graphics were in = 





drawing people in? 
In the home market | think it had a lot of appeal. For the players it targeted, 
cartoon-like graphics had a strong appeal. The warm, vibrant colours used 


. in Duck Hunt gave it a whole different feel than games like Hogan's Alley. 
Naturally, parents don’t mind as much if little Johnny is going cartoon duck 
i hunting versus shooting at humans in a realistic war, zombie, crime or 
I space game. 


Why do you think Duck Hunt is still so fondly remembered today? 
As with other Nintendo games, it’s a piece of people’s childhood. Anyone 





I who grew up owning a NES remembers this game fondly. Being a pack-in, 
i nearly everybody owned the game. It’s a conversation piece that people can a 
. . 
I share. The same way they talk about Super Mario Bros... 
. 4 
a 
> Nintendo was happy enough to let as shoot oo second. The Zapper detected this change in 
i at defensive poultry, discharging virtual slugs intensity of light along with whether you were 


i at the family pet was it seems a step too far for ret * OOOOOPTS. near enough centred on the boxes to score a 
domestic duck-hunters. 10 w hit on a duck. And that’s why when you played 
For the Western release of the NES lightgun, st Duck Hunt you'd occasionally sense the odd 

the famous Zapper, the Dirty Harry-style OUCH # flickering effect, although it wasn’t annoying 
Japanese Beam Gun was remodelled as a SHOOT THE DUCKS, NOT ME # enough to spoil the fun. The way the Zapper 
futuristic, and somewhat less realistic virtual worked also meant that pointing it at a light- 
weapon. Inside the Zapper was a simple sensor aah PST TRC. SDE A obulb wouldn't do you any good if you wanted 
which responded to changes in luminosity on : i ; ie ih : 4 to cheat, although sticking it right up near the 
the screen. In Duck Hunt and other Nintendo ; t { f screen might have helped, if kind of defying 
Zapper titles, pulling the trigger caused the Lapa as : — the point of the game. The timing issues of the 
screen to black out and display white boxes ecu Rta . Zapper hardware unfortunately means that Duck 
around the targets, just for a fraction of a : Pena UT OLS Le : : Hunt won't work on modern LCD TVs. 





— 


yr 


Duck Hunt comes with three different modes — 
game A gives you three bullets per duck to shoot 
at ten targets that rise consecutively from the 
thicket, the trickier game B gives you the same 
number of bullets to tackle two ducks flying up 
at a time, while game C substitutes clay pigeons 
for wildfowl. Game A also gives you an option 
for a second player to control the flight path of 
the ducks in a bid to put off player one, which 
can lead to a few hearty chuckles. Each mode 
continues at an increasing difficulty level until 
players reach round 99, when the game resets to 
a bugged round 0, featuring spectral ducks that 
are impossible to hit, echoing Pac-Man’s famous 


‘kill screen’. Another interesting fact about Duck 
Hunt is that its character designer (and the artist 
behind that famous doggy), Hiroji Kiyotake, went 
on to create Samus Aran of Metroid fame. 

And in the latest instalment of Super Smash 
Bros, the snickering mutt is back on Nintendo’s 
latest console, after being on the videogame 

‘bench’ for 30 years. He comes complete with a 
duck on his back, and special moves that pay 
homage to other Zapper games including Wild 
Gunman and Hogan’s Alley. You might not have 
been able to hit him with your Zapper back in the 
day on the NES, but now at least you might be 
able to slap him about a little bit. 9 


ULTIMATE GUIDE: DUCK HUNT 








1 
I 
b 


, 
: , 


Instant Expert 


is the most 

non-linear adventure in the series. 
You can tackle the dungeons in 
almost any order you like, and the 
game can be finished without ever 
collecting the sword. 





was the 

first NES title to sell over a 
million copies and went on to 
sell 6.5 million in total. 


for Zelda's 

third dungeon resembles a 

Nazi swastika, it is actually the 
much more innocuous manji, an 
ancient religious symbol used 
by Japanese Buddhists, which 

is the reverse of the infamous 
emblem and is common in 
Eastern philosophy. 


unusual hero in that, 

in the first game and canonically 
throughout the series, he is left- 
handed. Perhaps by coincidence, 
the word ‘links’ is German for ‘left. 


and you can play a second quest 
with different dungeon layouts and 
item placements. If you want to 
skip straight to it, enter your name 
as ‘ZELDA at the start. 


is named after 
Zelda Fitzgerald, wife of novelist 
Francis Scott Fitzgerald. 


in the US 

and Europe it was ported from 
disk to cartridge and became the 
first console game to include a 
battery to store save data. 


48 | 100 GAMES TO PLAY BEFORE YOU DIE 


Ashley Day argues that Nintendo's seminal 


= ULTIMATE GUIDE: 





i ij 











adventure game isn't just an important piece of ¥ 


history but a game that’s still great to play today. * 


Discover one of Nintendo's greatest adventures 


ou really have to hand it 
to Miyamoto and his band 
at Nintendo. To make one 
of the greatest and most 
important videogames of 
all time, in the shape of Super Mario 
Bros, was one thing. But to repeat the 
same trick just a year later, and in a 
completely different style of genre, is 
rather incredible. 

In fact, there isn’t even a year 
between Super Mario Bros and The 
Legend Of Zelda. There was only 
five months between the Japanese 
release dates of each game, yet the 
latter represents a giant stride from the 
former in terms of game design. Where 
Mario was brilliantly simple, placing 
you at the start of a linear journey and 
merely asking you to move a little 
plumber to the right, Zelda offered a 
world of possibility by comparison. 

Starting off in the middle of the vast 
land of Hyrule, it put you in control of 
a left-handed elf-like boy named Link, 
with three possible exits standing 
before him, and then... did nothing. 





No instructions, no dialogue, no hints. 
Just the promise of adventure and an 
invitation into the unknown. Which 
way should you go? Well that was 
entirely up to you, and that was the 
entire point of the game. There was 
an ultimate goal, of course — to 
collect the eight scattered pieces of 
the Triforce of Wisdom in order to 
defeat the evil Ganon and rescue 
the eponymous Princess Zelda — but 
it was the open nature of how you 
approached this task that really made 
The Legend Of Zelda so compelling. 
It's a well-known story that 
Miyamoto’s inspiration for Zelda 
came from his childhood memories 
of exploring the Japanese countryside 
without a map and the pleasure that 
he got from discovering places he had 
no previous knowledge of. The goal of 
the Zelda project was to capture that 
childlike fascination with the unknown, 
the sense of wonder that the world can 
provoke when everything around you is 
so new and unusual. And that project 
also happened to fortuitously coincide 





with the development of the Famicom 
Disk System, Nintendo's Famicom add- 
on that side-stepped the rising cost of 
ROM chips and allowed developers to 
create much bigger games than before. 

The Disk System's rewritable media 
also allowed for game progress to be 
permanently saved without the need for 
cumbersome passwords, and this was 
a crucial technological advantage that 
allowed Nintendo to further distinguish 
its console games from those of 
the arcades. Coin-operated arcade 
games were still the dominant form of 
videogaming in 1986 and were focused 
very much on short-term challenge, 
cyclical and repetitive gameplay, and 
the thrill of chasing a high score. But 
Nintendo wanted its games to be 
something different; something you 
played over a long period of time, 
returning to like a good book to enjoy 
an ever-evolving experience; a journey, 
rather than the same few seconds over 
and over again. 

This is very much how the modern 
videogame can be described 25 years 












ULTIMATE GUIDE: THE LEGEND OF ZELDA 





Some of Zelda’s familiar characters make their debuts 


Pixel Perfect 











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» Darknut » Digdogger » Zola » Link » Lanmola » Like Like 
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» Octoroc » Tektike » Peahat » Gel » Aquamentus » Manhandla 





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» Vire » Shopkeeper » Moldorm » Patra » Moblin » Pols Voice 


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» Ghini » Old Woman 








» Gibdo » Goriya » Keese » Ganon » Magical Key » Wall Master 
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» Power Bracelet » Lynel » Zelda » Dodonga » Flame » Armos 


100 GAMES TO PLAY BEFORE YOU DIE | 49 











Critical 
Reception 


What the gaming 





“The Legend 
Of Zelda is 
a massive 
arcade 
adventure 
packed full 
of dragons, 
imprisoned 
princesses, 
traps and 
pitfalls” 


- COMPUTER & VIDEO GAMES, 1987 


‘Twin Galaxies 
Se High Scores 


@ NAME: RODRIGO LOPES 
@ TIME: 00:31:37 


44 


@ NAME: RODRIGO LOPES 
@ TIME: 00:39:59 


EXTREME CHALLENGE 


(COMPLETE GAME WITHOUT SWORD, 
re as et sl 9) 


@ NAME: MARLON 
D MORROW. 
@ COMPLETION: 100% 





50 | 100 GAMES TO PLAY BEFORE YOU DIE 





bE ULTIMATE GUIDE: 








> on, of course, but The Legend Of Zelda 
was one of the first games to truly offer 
that kind of deep, long-term experience. 
And it did it very well indeed. So many 
early videogames can be credited as 
the first to do one thing or another, but 
Zelda did it all, establishing the rules 
of the modern adventure game and in 
such style that, alongside its sequels, 
it remains brilliantly playable a quarter 
of a century later, while Nintendo's 
competitors are still playing catch-up. 

It's not just the tantalising nature 

of Hyrule’s open world that makes 
Zelda so appealing. It's the way Link’s 
ever-increasing inventory and abilities 
open up new routes through that 
world, ensuring that it rewards progress 
with a steady stream of surprises and 
discoveries right up to the end. There's 
the contrast between the freedom of 
the overworld and the tightly focused 
structure of the dungeons beneath 
the ground. There's the way each 
weapon Link acquires has more 
than one obvious use, forcing you to 
experiment and be creative with the 
way you play. And, of course, there's 
the wealth of secrets that permeate the 
world, not just rewarding the player but 
encouraging them to dig deeper, play 
harder and uncover hidden treasures 
that make you feel like the best player in 
the world. It's a deeply personal feature 
that makes you feel special for finding 
those secrets and personalises the 
experience, even though those secrets 
are, in reality, accessible to everyone. 


Power Ups 


» More high explosives can never be a bad thing. 


With 33 years under its belt, the 
Zelda series has since gone from 
strength to strength, and many people 
have a favourite entry in the series that 
isn't the first one. A Link To The Past, 
Link's Awakening, Ocarina Of Time and 
Majora's Mask could all legitimately 
lay claim to the title of Greatest Zelda, 
but there’s something pure about 
that first game that sets it apart from 
its successors. Right from Zelda // 
onward, the series began to change. 

It still retained the core features of an 
overworld, a series of dungeons and 
an expanding bag of tricks, but it also 
lost something along the way. As 
the series has become increasingly 
preoccupied with telling a story, you 








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could argue that it has also limited itself, 
weighing its opening moments down 
with unnecessary dialogue and lengthy 
tutorials that actually distance you from 
Link instead of doing the opposite. 

The Legend Of Zelda's real brilliance 
is that it has the confidence to just drop 
you into its world and leaves you to 
explore for yourself, experimenting with 
its mysteries and discovering secrets 
without any real hand-holding. Instead 
of simply telling you a story, it allows 
you to live the story; its events are 
driven by your decisions and actions. It 
feels unique, it rewards those who jump 
in at the deep end to go see what they 
can find, and it's a quality that the Zelda 
series would do well to recapture. ¥ 





Some of The Legend Of Zelda's pick-ups have endured throughout the 
series’ history, while it never quite happened for others... 


Ww 





Eis 











»Bait »Bombs »Boomerang »Bow »Candle »Ladder___»Magic Book 
This meat is The bomb can The boomerang Thebowisthe Thiscanbeused Thisitemallows An optional item 
bought from be used to hurt has two distinct only thing that to light your you to cross that upgrades the 
ashop and justaboutany uses. One violentto cankillGanon, — way, butit can small sections wand so that it can 
used to feed enemy butcan damage enemies; atleastonce alsobeusedto _ of river to take shoot fireballs, 
any Goriyas also be used the other practical, you've acquired —_ burn bushes, shortcuts and — making candles 
that block to open secret as it can retrieve the silver sometimes is essential for redundant. 
your path. entrances. distant objects. arrows forit. revealing secrets. some dungeons. 
i a, © § 
7 hi 
o o£ poe ee 
»Magic » Potions »Raft »Rings » Shield » Swords »Whistle 
__Wand _ Potions come Allows Link These, much The wooden There are Asingle-use 
It's a wand! in two varieties: to get around like every other shield just three swords — item that is 
What more do blue and red. the waterways magic item, repels ordinary | Wooden, White essential 
we have to tell Blue restores of Hyrule. He can be found attacks. The and Magical - for beating 
you? Ituses your some of your can embark or in two colours. magic shield, each one more Digdogger, the 
magic energy to life while the red disembark the Eachincreases however, can powerful than boss of the 
shoot beams. _replenishesitall.  raftatanydock. —_Link’s strength. _ block fireballs. the last. fifth dungeon. 










Signature 
tune 

The now-iconic 
Zelda theme 
slowly plays and 
builds up speed 
as a waterfall 
pours down 

the title screen. 
Koji Kondo's 
composition is yet 
another classic, 
leading to his 
involvement in 
every game in 
the series up until 
Ocarina Of Time. 


SS 





Secret exit 

Finding secrets is one of Zelda's greatest 
pleasures, not to mention one of its inspirations, 
and here's one of the earliest. A door without 

a keyhole is opened by pushing a seemingly 
ordinary block to the left. 





Side story 

Some dungeon screens switch perspective to a 
side view, a trick that was adopted wholesale for 
Zelda Il; The Adventure Of Link and would return 
for some brief sequences in the Game Boy's 
Link's Awakening. 


Boss hog 

The final showdown with Ganon reveals 

him to be some kind of grotesque demon 

pig, much more monstrous than the human 
reinterpretation in Ocarina Of Time. Recent 
games tend to give him a hideous second form. 


Memorable Moments 





We present the best bits of the 
best NES game Nintendo ever made 





Fairy godmother 

Find an enclosed pool and a fairy will pop out 
and rejuvenate Link's health with a swirl of 
hearts. It's another feature that has cropped 
up time and again through the series, with the 
fairies’ abilities and applications expanding. 


an: ‘ 
441) 5 


= ~ 


Hard to swallow 

The brilliant Dodongo boss is defeated by getting 
him to eat and swallow a bomb, causing him 
some nasty indigestion when it explodes in his 
belly. A similar boss, King Dodongo, became an 
iconic sequence in Ocarina Of Time. 


Loud noises! 

In the Japanese release of Zelda you can shout 
into the Famicom microphone to hurt Pols Voice 
enemies. But you can't in the NES release. So in 
Japan it's a memorable moment. Over here it's 
barely even a regular moment. 





MASTER USING IT AND 
YOU CAN HAVE THIS. 


. - 


a 
! 





Good advice 

One of the few pieces of dialogue is also the 
most memorable. Though you can play the 
whole game without the sword, the old man’s 
advice is right. You'll do much better with it, and 
what's a Zelda game without a sword? 





a Je yy | 


= - 
‘| _| Pe 1 Be 
|_| _he_| ee | ba | 
Pl la I, 2) ig 


a 
IIE fea Mal ITY 


LLLLL 








Triforce get! 

Link finds his first piece of the Triforce and holds 
it above his head in a way that has now become 
an identifiable characteristic of the little elf boy. 
he Triforces of Wisdom and Power appear in 
the original, with Courage debuting in the next. 





* 
cs 


Hidden stairs 

Another great secret. Touch a statue and it will 
come to life to attack you. Some statues stand 
over stairways that lead to secret underground 
rooms, tempting players to engage them in 
combat in the hope of some reward. 


GRUMBLE. GRUMBLE. . . 





Feeding time 

This Goriya isn’t having a moan, it's actually his 
stomach rumbling. Feed him the meat and he'll 
let you pass. The first time a Zelda enemy defies 
expectations of simply being sword fodder and 
not the last. 





ULTIMATE GUIDE: THE LEGEND OF ZELDA 


] VAC E eo urine, l 
is fairly typical 
| foradventure J 
Petite tal 
I itrevealsthat I 
TLivooce: Mya ites(s 


i new fete to ; 


j WE MAUircetieaay ; 


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xA, [t] MTT Tet 
@xi2z J ° 

















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af 





























oe oT 
al 
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FINALLY, 
PEACE RETURNS TO HYRULE. 


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Pau iter p 


ANOTHER GUEST WILL START 
ate Mr to 


PS ee 


os Re-t- BOR oss) 





100 GAMES TO PLAY BEFORE YOU DIE | 51 





“ ULTIMATE GUIDE: 


The Versions 


Of Zelda ek ene) | oe 


There have been many more 


versions of the original Legend dl I L L a ra | 

Of Zelda than you probably e 

think. Here’s every one and the - 

differences between them a | id 


Pa | 
FAMICOM DISK re FE 


SYSTEM (1986) 





The first official release 

of the game was titled 

ae ages eee 
NoHo ROEM ean UCR om 
Famicom Disk System. This release used the 
extra capabilities in the FDS to play sounds 
not present in the NES cartridge version. 
It also used the microphone built in to the 
second controller 
of the Famicom. 
Leo tale Macon a Ie] 
og Tea a Ul) 
sound-sensitive Pols 
Nella AR ola) 
VEER laalal er] UV 
impossible on the 
SC laTeE gol atom 






























Le | 
ZELDA NO DENSETSU: TEIKYOU z | 
CHARUMERA (1986) Pr an | 
| 
Made to promote Myojo Foods’ a m | a 
charumera noodles, this special ll 
rae Me) mM ae lea lee aW Bees) Cin) 
game is identified by a different label design and is (e) E 
NINTENDO considered a rare Famicom collector's item, selling 
ENTERTAINMENT for around £180 in Japanese retro stores. o~ — 
, or . 
SYSTEM (1987) =a = 
As well as translating the _ once 
game into English, the US 
and European release of 7 
eee he Poe eR ER UNA CRTs aoln eu aur 
eae Me RUNES See 
had been introduced to reduce the cost of Cn ela ule 





Satellaview add-on between August 1995 
and January 1997. As well as the advanced 
graphics, BS Zelda No Densetsu also made 
CMe) a Ul-Mar-lne | lee Bolel (ale Marla 
to provide a live narration throughout the 
broadcast quest. 


De LEVEL — 
eee ree ee 
este Ld ! 

tec 


| . eye eee 
_ 
ee 
(has 
° 


ROMs, the add-on never made it outside 
Japan so Nintendo used a new type of chip. 
The MMC1 (Memory Management Controller) 
used bank-switching to make bigger games 
possible and allowed 
The Legend Of Zelda 
to be released 
worldwide. And boy 
did Nintendo milk 
it, releasing the 
game on a special 
gold cartridge and 
evita RMN Tia 
Tao aod ore Lec le] a1 2) 
so that everyone 
could see for 
themselves. Classy. 








52 | 100 GAMES TO PLAY BEFORE YOU DIE 





ULTIMATE GUIDE: THE LEGEND OF ZELDA 





GAMEBOY COLOR 
REMAKE (2000, cancelled) 


ANIMALCROSSING (2001) 


Both the Nintendo 64 and GameCube editions 
of Animal Crossing allowed players to enjoy a 
Tal mela SoM lua ea ULL edna oe 
The Legend Of Zelda was one of those games 
although, weirdly, it was buried in the code and couldn't be 
accessed without using cheat devices. 


eae ene) cleo kes 

Capcom negotiated a deal to 
develop six new Zelda titles for the Game Boy 
Color. Flagship worked on the remake for a 
year but encountered a number of problems. 
One was that the GBC’s resolution was too 
different to that of the NES, meaning the game 
{ had to be redrawn to fit the more narrow 
Cth gidlgihlgld y Fyogt-1a Mal Rael R Ue Mee elle 

to rebalance the game to make it less difficult. 

Bau M EER) rl ace] 1-0 40100) i 
as Flagship changed direction. At Miyamoto's beh Comment ° i 
request, the studio started work on three Is_it_the missing Link? No. 
interlinked games in the ‘Triforce’ series, 
ENN esse) Cee tee esl) 
Ode me lal Mel e168) ke) gee Na 
idea proved too ambitious, however, and had 
to be downgraded to the two games that were 
eventually released: Oracle Of Ages and Oracle 
(oor reo CM Ma MLC eKe tel mela 
Mystical Seed Of Power, which was developed 
off the back of the remake project, and you 






ee re one} 








THE LEGEND Trt Gin iece vay bse soe Tale) 
OF ZELDA: Uae 0) Peele NA 

COLLECTOR’S 

EDITION (2003) 





OW Tcelnatel olnr-10er- aa 00 ee ne 
officially sold but given away to Nintendo 
customers to promote the upcoming release 
OM CNL 
The disc includes 
emulated versions 
(psa melee tee) 
meek ecd 
and, of course, The 
tol Tee) ec loh 
which featured a 








GWAC oR Ure of ed ” 
corrected some ff iN 
UM ca _/ = 
Meret Ss y- 
Mela eR \ 
as changing the Ue nt 
name of Gannon cite t ca ae 
om uvieg a 
ene Tas 3D CLASSICS EDITION (2012) 
When the 3DS was first shown off at E3 
2010, one of the tech demos was a series of 
‘Classic Games’ redrawn to take advantage 
VIRTUAL CONSOLE(2006) of the 3D display, and one of the games in that showreel was 
The Legend Of Zelda. Nintendo has since confirmed plans to sell 
downloadable ‘3D Classics’ through the 3DS's eShop service, 
Uae Cle PCL] 
ee erutsh Aes is “see is starting with 3D Excitebike. The Legend Of Zelda hasn't officially 
peer ee etree en been confirmed, but given that Ocarina Of Time has been remade 


for the system, and that Shigeru Miyamoto has expressed 
interest in giving similar treatment to A Link To The Past, it's easy 
to assume that the original Zelda will appear in 3D pretty soon. 


Uren WIR UIRO aeCelace)y 
service. Sadly, the European version ran in 
50Hz as part of Nintendo's ludicrous policy of 
aaa Melia a ON RY elle lan leak lanl Ola 
remembers, despite the fact that it used the 
updated 2003 translation. It is now delisted. 


"New Nintendo 3DS Games in Stores } 


| Q Search J 





100 GAMES TO PLAY BEFORE YOU DIE | 53 















aaa pushed 
the NES hardware and 
__ introduced a street-wise 
~_ anthropomorphism that 
ae rel eat] goM (e-l0(-l ant g ee 
Rory Milne asks ex-Rare 
Sat CALM sre tose] eLel aT 
dds’ cl mae but a 








Welw Nae) e (Olen) 


Meee MON MUA MUI MO MC OURe ean) 
PEM atl Ce ee Mi MUS et eLT¢ (LIS 





ae 


one 


NAME: Rash 


STYLE: 


Too cool for schoo! 
TP MCun ly eae ae 


eS MuCea Coal Uare| 
moves to match his fast 
Tare ama Maney AeA 
eam ROTM lta 
that helps to make him 
the most agile. 


ro 


‘SCER 


Tae 


NAME: Zitz 


1a 


Brains over brawn 


LPR eT meal 
Elie) arAl eae) 
tactical genius. He isn't 
PR eoe- aco ee-y 
tough as Pimple, but he’s 
good with gadgets — think 
James Bond with warts. 


rr 


See ad 


OY a esi = 


we 


a 


a a 


AA LS tT Ee 
7s 


Bull in a china shop 

YD ea eg en oe 
LT arene) ed aU Cooley 
comes in handy when the 
toads go into battle. Plus, 
he's dating a Princess, 

so he must be doing 
something right. 


afataiatateee A 4 AVS) 





THE MAKING OF: BATTLETOADS 


YY tata 
=, 





Pw 


BATTLETOADS HISTOR 





A quick overview of the series. 

































How many have you played? 
BATTLETOADS BATTLETOADS & £4 BATTLETOADS 
NES 1991 DOUBLE DRAGON: IN RAGNAROK’S 
lt all began on the NES, THE ULTIMATE WORLD came Boy 1993 







TEAM came Boy 1993 
@ The Battletoads teamed 
up with the characters that 
inspired their creation for this 
sequel, and while it spanned 
several genres - much as its 
predecessor had done - the 
follow-up offered a few 
more sustained beat-'em- 


of course, but the brawling, 
platforming and multi-genre 
stages of the Battletoads’ first 
demanding outing were ported 
to various other consoles as 
well as the Amiga. 



































BATTLETOADS 
GAME BOY 1991 

@ Although released just after 
the NES original, Game Boy 
Battletoads was pretty much 
a completely different game. 
A few NES stages survived 
in adapted form, but the title 
essentially went its own way. 





BATTLETOADS IN 
BATTLEMANIACS 
SNES 1993 

@ Although an original game, 
Battlemaniacs was heavily 
inspired by aspects of the first 
Battletoads title. Its visuals, 
plot and bosses were new, 

" however, and its gameplay 
was reworked to show off the 
Super Nintendo hardware. 






up sequences. 











» An actual rat race, as Rash races a ratty 
opponentto defuse a bomb. 





P design and storyline. “We all worked 
together on that team on a day-to-day basis,” 
Kevin recalls, “but when it came to the game 
design and concepts for levels, that was really 
Tim and Mark. The game design was the 
first thing that was tried and tested. Story 
came afterwards. But once we had the first 
few levels rolling along and playing nicely, we 
continued to expand upon the story too. This 
story then gave us other ideas to work into the 
game, so we were soon developing the story 
and the game simultaneously.” 

The structure the team had put in place 
allowed the Battletoads project to quickly gain 
momentum, and a game-defining decision 
was soon made on the title's difficulty. 
“Mark had developed some editors 


challenging. | would often hear Mark scream 
when he was testing his own software if he 
failed to get past his own levels, but | don’t 
think he made it too hard. | guess we just 
wanted value for money, and for the game 
to last. We'd always try to vary the levels so 
that you got a break from one particular style 
or genre within the game. It made it more 
refreshing to play over periods of time 
and a lot more challenging in general. 





DEVELOPER 
HIGHLIGHTS 


DONKEY KONG 


for creating levels, and | think The story would often help to play a COUNTRY cricturep) 
that Tim worked with him part in creating those subgenres and SYSTEM: 

: tH oa VARIOUS 
on putting those together, added to the variation. | remember YEAR: 1994 
notes Kevin, “| remember watching Tim draw all of the sections = [7 

: i : GOLDENEYE 007 

that a lot of work went into of the Dark Queen’s tower, which SYSTEM: N64 
making it seriously hard Mark cleverly animated to achieve YEAR: 1997 
and precise. Some of it was the 3D effect. It worked really well, BANJO-KAZOOIE 
crazy hard but that's the way and | learned a lot of tricks from Tim SYSTEM: N64 
it was intended to be; extremely by watching him create those kinds of YEAR: 1998 


56 | 100 GAMES TO PLAY BEFORE YOU DIE 





@ Confusingly, this impressive 
system exclusive delivered 
exactly what might have 

been expected of Game Boy 
Battletoads — a stripped down 
version of the NES original 
with graphical concessions and 
fewer levels and bosses. 


















BATTLETOADS 
ARCADE 1994 
§ Battletoads undeservedly 
flopped at the arcades, 
f, despite being a high-quality 

¥ scrolling fighter that refined 
the franchise's formula. The 
coin-op is predictably the 
best-looking Battletoads title 
released and favours brawling 
over other genres. 


effects. | thought it looked amazing when | 
saw it working.” 

As Battletoads’ visuals, design and 
gameplay evolved, another equally important 
aspect of the game was addressed — one 
that required an additional team member, 
as Kevin recollects. “My friend Dave Wise 
would come up with new music for each 
level — as far as | remember, that was pretty 
much the way it went for most games. 

The levels didn't really come to life until 

we had music and effects. | remember 
always looking forward to Dave appearing 
with a new disc that held the music to the 
next level. Once that was incorporated 

we'd sometimes switch the odd level 

music around to a different level, because 
sometimes tunes felt right on other levels. 
But usually, Dave would go away after 
looking at a level's graphics and a brief demo 
of the gameplay, and then he'd write a piece 
for the level. A lot of the sound effects were 
created by Mark — using some software he 
created to generate sounds.” 


© 


erious hours were being put in to 
Battletoads and the team’s collective 
efforts were reaching fruition, and 
so work was started on the title's. 
box art, but thought was also being given to 
documenting the game’s visuals for future 
reference and to help with the marketing 
of the game. “| designed the box artwork, 
but Tim airbrushed and produced it.” Kevin 
reveals, “It was the second design. | did one 
with the three toads on the front up-close, 
but it went off to focus groups and it didn't 
grab the kids’ attention, so we did a redesign. 
| inked up a picture, and as Tim was so good 





with the airbrush he did a fantastic job of 

the one we ended up with. We also made 

a style guide containing all of the characters 
within the game, we wanted as much of the 
concept illustrated on paper as possible. The 
style guides were used for reference when 
working with Nintendo. Putting them together 
also allowed us to present visually to the 
companies that became involved in marketing. 
| was busy working on the style guide and 
some of the other graphics for the game, but 
| wouldn't say that | spent anywhere near as 
many hours working on the game as Mark 
did. As usual, he practically lived at Rare when 
he worked on the game and got really into the 
thick of it.” 

Of course, before marketing Battletoads, 
the task of in-house testing the finished 
product remained, with the general feeling 
at Rare being that they had produced a title 
that was tough but fair. “I think Mark always 
wanted it to be difficult,” Kevin admits, “It 
was never impossible, but always just required 
practice and of course some skill. The NES 
controllers were bulletproof little pads that 
were actually really responsive and could 
take some serious shit, but the game was 
tested on many controllers to make sure it 
was possible to play right, and it was, but you 
had to put in the practice. As a fighting game 





)e, these icy spheres 





enthusiast | preferred the brawling levels. 
| could never complete it, but then there's 
nothing worse than a game that is too easy!” 

On its release, the idea that Battletoads 
might be too easy was either skilfully 
concealed in the glowing reviews that 
the game received or, far more likely, was 
simply not considered. Just as importantly, 
the impressive sales that the title enjoyed 
confirmed that NES gamers’ appreciation for 
Battletoads matched the fevered enthusiasm 
shown by the videogames press. Further 
games in the series were now a formality, 
but Battletoads would also have a second 
less obvious legacy. “ Battletoads became 
a template in some way,” Kevin reasons, 
“perhaps Battletoads, when you think about it, 
was a changing point for Rare, and a lot of the 
game's elements echo throughout many of 
the company’s later titles. Eventually it became 
kind of a trademark | guess, and future Rare 
games were often varied in the same kind of 
way as Battletoads.” 

Battletoads may be far from a template for 
Rare's current output, but like many gamers, 
Kevin feels that the seminal scrolling brawler 
stands up against anything that Rare or anyone 
else was producing at the time. “Most of 
the games we produced were top quality,” 
Kevin beams, “some titles were stronger 
than others, but we learned as the company 
grew about what people wanted in a game. 
We always, always tried to make sure they 
were just fun to play, and that they would give 
a challenge to anyone who picked them up. 
When | see Battletoads, | see a lot of game 
rammed into that NES cart, and compared 
to a lot of the other games that were out at 
the time it offered a lot more. It looked great, 
sounded and played fantastic and it set the 
path for more Battletoads games, which 
proved its success. It’s definitely one I’m 
proud of being a part of.” ¥ 


Many thanks to Kevin Bayliss for 
making this article possible. 


pM: 





ANTHROPOMORPHIC 
FIGHTERS 


Other animals with distinctly 
un-animal-like behaviour 


MIYAMOTO USAGI 


ie sel Soeeaeeeie 
MEMORABLE APPEARANCE: 
SSA cM A tale Dem Lae =t=1t Nel) i Yojimbo 

tM reg--1 ean M Ol elt) aby] Clune Ol-t-[e 
appears in Dark Horse Comics’ Usagi Yojimbo - which 










translates as “rabbit bodyguard”, Usagi is a ronin who 
Oe ee nee) ROR leee lees] (ee ule me st 1 
Software skilfully adapted Usagi for the C64 in Samurai 
Taner di Cole e-Te Colne on) Uke 


© 





eS) 

SPECIES: Turtle 

MEMORABLE APPEARANCE: 

Te Mutant Ninja Turtles: Turtles In Time 
Laan Tele) Mateo Lah olen e) oleate CaO 











eM ree areca le ea RU Male] e (10 
EMail e Me em eel lee Rae cara ok (rl melf 
the Turtles and was considered the most rounded fighter in 
their Nineties videogames, the best of which was probably 


eM eon mes 








PRINCE LEON 

SPECIES: Lion 

MEMORABLE APPEARANCE: 

ETUC ele ema ne 10 

@ Based on his ‘Powerchord’ special attack, Prince Leon 
ACN ERNE al Rie ae nal cele eed 
ile ee anlar Ue enue a esa (eae 
series Brutal. The Sega 32X's Above The Claw was the 
Taare Teale Race ALM a e-laceal Me UTM Ua Mel Ulm S007 C1, 
Te Mc lieth ele un Cm lu) CNA 





COLD SHADOW 
SPECIES: Duck 

MEMORABLE APPEARANCE: 
Maui Mallard In Cold Shadow 

@ Donald Duck used to moonlight as a detective/ninja. No, 
seriously, there was even a combat platformer called Maui 
Mallard In Cold Shadow where Maui Mallard was Donald's 
hapless detective cover for a ninja persona - Cold Shadow. 
16-bit Disney titles typically impressed, and Cold Shadow's 
OCs ela len 





© 
PSYCHO FOX 


0 Slee 
MEMORABLE APPEARANCE: 






W He's often likened to Mario, apparently because his one game 
was on Sega's answer to the NES - the Master System - and 
olor eer](eMelO ne Reco Ree) aU Ue) Clue -ee (enlel ge) e) 
most un-Nintendo-like move was taking out opponents by 
punching them in the face! Well, he was called Psycho Fox. 


>. 





TO PLAY BEFORE YOU DIE | 57 


“ ULTIMATE GUIDE: 








sUPER MARIO 
Ros 


Many consider Mario's third 
NES adventure to be one of 


his greatest. Join Ashley Day 

as he makes a case for why [mf 
those fans are probably 
still correct 


Instant Expert 


Prior to its release, Super Mario 
Bros 3 was revealed to the public 
through a canny piece of product 
placement in Hollywood 

movie The Wizard. 


At one stage in development 
Nintendo considered a centaur suit 
for Mario. This was later dropped 
in favour of the raccoon suit. 


Although the Koopalings are 
all named after celebrities, their 
appearances were based upon 
seven of the programmers 
working under Shigeru Miyamoto. 


At 17 million copies sold, Super 
Mario Bros 3 remains one of the 
bestselling non-bundle games 
ever released. The Virtual Console 
version and the GBA release have 
sold a further 1 million and 

5 million copies respectively. 


The idea of Mario 3's ingenious 
overworld map was later used 
again, albeit in simplified form, in 
Super Mario World, and was more 
accurately copied in both New 
Super Mario Bros games. 


Super Mario Bros 3 is one of 
only ten games to be preserved 
in the US Library of Congress's 
Game Canon initiative. It is the 
only Japanese game in the list. 


The idea of different ‘suits’ 

for Mario to wear, rather 

than simple power-ups, later 
resurfaced in Super Mario Galaxy's 
bee, boo and spring suits. 


58 | 100 GAMES TO PLAY BEFORE YOU DIE 








hether you were wealthy 


enough to afford one 
\ ] \ } or not when it was first 
released, the NES was 





undeniably a landmark 
turning point for videogames. After 
the primacy of the Atari 2600, the 
clumsy DIY feel of Spectrum and 
C64 games (which was perhaps 
understanding when you consider 
some of these games were made 

by kids in their bedrooms), and 

the daunting inaccessibility of the 
games found in arcades, Nintendo's 
unassuming grey box came along and 
changed everything with one simple 
rule: make games fun. Not every 
game Nintendo released or published 
was great, of course, but every game 
that Nintendo created was always 
easy to pick up and play, controlled 
with a confident slickness, presented 
a decent challenge without ever being 
unfair, and positioned the videogame 
as a wondrous window into another 
world, a world filled with a sense 

of discovery and joy that some felt 

















a a a a a ag a a a a ag a HH 


had been missing. NES games were 
what videogames should have been 
all along — it's just that nobody really 
realised until the day they were faced 
with them. 

The crown jewel of this era is 
undoubtedly Super Mario Bros 3. 
While the two previous Mario games 
had been exceptional adventures 
when compared to those games 
available on other systems of the time, 
Super Mario Bros 3 was exceptional 
when compared to Nintendo's own 
achievements. It took the template 
laid out by the original Super Mario 
Bros and expanded it in every possible 
direction, resulting in a bigger, longer, 
deeper and even taller videogame. 

Its seemingly never-ending wealth 

of interactions epitomised the NES 
software catalogue and established the 
Mario series as something truly special 
in the world of videogames. 

It might not have seemed like such 
a revolutionary game at first glance, 
since the opening few seconds were 
almost exactly the same as Super 





BSD 


Mario Bros. The player is put in control 
of a diminutive Mario, with a paltry 
wo commands — run or jump — at his 
disposal, the ability to eat a mushroom 
‘0 grow in size, and the same old 
enemies — the Goomba and Koopa 


Troopa — to take on in the same old 


way. Only a fresh lick of paint indicated 
hat this was a different game at all. 
But even within that first level, there 
are a couple of hints of the greatness 

‘o come. Around halfway through, 

we come across the first of many 

new power-ups, a leaf that illogically 
ransforms Mario into a raccoon, 
complete with ears and stripy tail. 

Even more illogically, we discover 

hat running at high speed for long 
enough while dressed in the raccoon 
suit will cause Mario to lift from 

he ground and fly through the air, 
eventually leading to a hidden batch of 
coins high above the ground. And, with 
that, the tone is set for a game that has 
a new surprise around every corner and 
a secret treat to discover where most 
games would make do with the > 




















ULTIMATE GUIDE: SUPER MARIO BROS 3 
Pixel Perfect The many sumptuous sprites of Super Mario Bros 3 


HSS 


Mario Super Mario Luigi Tanooki Mario Fire Mario Frog Mario 


- A Bs ar 


Hammer Mario Raccoon Mario Bob-omb Bullet Bill Buzzy Beetle Blooper 


© of 




















Boomerang Bros Boo Chain Chomp Goomba Hammer Bros 
ji 
ia | 

f Pa | 

a I 
i 
all 
Jelectro Dry Bones Koopa Troopa (Green) Koopa Paratroopa (Green) Koopa Troopa (Red) Kuribo Goomba 
Lakitu Micro Goomba Paragoomba Piranha Plant Rocky Wrench Sledge Bros 





Statue Mario Thwomp 





Morton Roy Wendy Bowser 





100 GAMES TO PLAY BEFORE YOU DIE | 59 









Critical 
Reception 


What the gaming 
press thought... 


















“Once you 
start playing 
you want to 
keep going, 
just to see what 
surprises are 
around the 
next corner! 
I ended up 
playing it 
all night!” 


- JULIAN RIGNALL, 
MEAN MACHINES, 1991 





"Twin Galaxies 
SS High Scores 


SPEED RUN 
NAME: RICHARD URETA 
@ TIME: 00:11:15, 








FASTEST FULL COMPLETION 
(NO WARP WHISTLES) 


@ NAME: KYLE GOEWERT. 
@ TIME: 01:27:34 










5 LIFE GAME 
@ NAME: KYLE GOEWERT. 
@ TIME: 2,568,080 





60 | 100 GAMES TO PLAY BEFORE YOU DIE 








‘ ULTIMATE GUIDE: 


> rudimentary and the obvious. 

Nintendo and, more accurately, 
Shigeru Miyamoto, had played around 
with secrets before, of course. Who 
could forget the warp pipes of Super 
Mario Bros, accessed by running along 
the top of the level of World 1-2? Or the 
many secrets hidden behind 
the walls and bushes of Hyrule in 
The Legend Of Zelda? Miyamoto was 
famous for taking a childlike curiosity 
and sense of discovery and using it 
as inspiration for a videogame. And 
in Super Mario Bros 3, he turned that 
curiosity into an art form, every inch of 
the Mushroom Kingdom littered with 
secret areas and random events. 

Not even the menus were safe 
from this playful sandbox feel. Rather 
than simply progress from one stage 
to another in Mario 3, the player 
was presented with a map screen 
somewhat akin to a board game, 
allowing them to move Mario 
around the board and actually 
choose which levels he 
would tackle next, take 
in some mini-game 
distractions, and figure 
out how to take a short cut 
or two. Take the Hammer Bros that 
wandered around the map screen, for 
example: bump into one and you'd 
be transported to a confrontation with 
two of the deadliest enemies in the 
Mario series. Most players would do 
everything to avoid them, but if you 
were brave enough to take them on and 
win you'd be rewarded with a random 
power-up that, if you were lucky, would 
be a hammer that could break certain 
rocks on the map and open up new 
routes to the end of the world. 

And, of course, there was the 
Warp Whistle. Like the warp pipes of 
the first game, the whistle allowed 
experienced players to skip ahead to 











Power Ups 


(= 
oa Ee 











» This sliding mini-game was one of several that could earn bonuses for the player between levels. 


the more challenging later levels. 
But figuring out how to find 
those whistles was a much 
harder proposition. The first, for 
example, required the player 

to discover that it was 
possible to actually enter the 
background layer of the stage 

in World 1-3 by crouching on an 
unassuming white block for several 
seconds. Once into the background, 
Mario could run all the way along the 
stage, safe from enemy attack, and 
beyond the goal to a secret Toad House 
where he would be rewarded with a 
Warp Whistle. 

This trick was actually one of the 
simpler secrets to be uncovered in 
Super Mario Bros 3. One that 
transformed a wandering 
Hammer Brother into an 
airship, for example, could 
only be activated by finishing 
a level in a time with an even 
number at the end while also 
holding a multiple of 11 coins. 
Such formulae were cleverly 





ty 


a 


uF 







used to give the game a mysterious 
feeling of randomness, while others, 
like the Warp Whistle secret, were 
more about engendering a sense of 
exploration in the player. 

Either way, these secrets and 
random events made Super Mario 
Bros 3a game way ahead of its time. 

It was a game that could be played 
over and over again, each playthrough 
offering a new surprise over the last. It 
was a game that offered real choice to 
the player, years before the branching 
narrative RPG became popular. And 
it was a game so packed with new 
and exciting elements to discover that 
some of its parts took on 
a near-mythical status, 
allowing fellow players 
to trade their discoveries 
and speculate about what 
might also be hidden. 20 
years on, it's a game that 
still keeps surprising us, and 
we can't think of many other 
videogames that can make the 
same claim. ¥ 


Mario is famed for his power-ups, and Super Mario Bros 3 
had some of the greatest ever seen in the whole series 


a 











»Mushroom » Fire »Super Star _»Frog Suit »Kuribo » Leaf » Hammer 
An old favourite. __ Flower _ Makes Mario Turns Mario into Avery rare Turns Mario into Transforms 
Transforms Another classic. invulnerable for a frog, granting boot that we a raccoon and Mario into 
Mario into This one grants a short period him exceptional find a Goomba grants him the a Hammer 
the larger Mario the of time. You'll hopping and hopping around _abilityof flight. | Brother, with the 
Super Mario. ability to throw get to listen to swimming in. Mario can It's avery useful _ ability to throw 
Effectively acts fireballs for a some funky ability. It's very, use it like item so make hammers. It’s 
as an extra life. limited time. music, too. very handy. a vehicle. the most of it. hammer time! 








Memorable Moments 


Curtain Call 
The intro to Super 
Mario Bros 3 
presents the entire 
game to the player 
as though it were a 
stage production, 
complete with 
spotlights and 
huge curtains. It's 
aweird premise 
that's never really 
explained, but it is 
one of the most 
memorable and 
iconic openings to 
any NES game. 





TOO teehee ee GI 
IGDx = CEDy| 


Question Blocked 
A Question Block sits on the ground in the first 
stage, befuddling Super Mario Bros players who 
are only used to hitting the blocks from below. 
The solution: get a Koopa shell and throw it into 
the block. Genius. 





























t's terribles 
King has been 


KKK 


Ce 


King Idiot 

Cut-scenes in a 2D Mario game? Can you 
believe it? These pre-boss battle scenes were 
pretty cool, though, always showing the King 
of the Mushroom Kingdom transformed into 
something humiliating. 


LO i 


2 
is 


aT TT 
LittleBigMario 


World 4's oversized level designs had a real 
wow factor in the NES days, even though they 
were really quite simple. The concept is so well- 
loved, though, that it was recently revived for 
Super Mario Galaxy 2. 


ULTIMATE GUIDE: SUPER MARIO BROS 3 


























Non-Linear 

Get to a certain point in the World 1 map screen 
and it suddenly dawns on you that there's now 

a significant element of choice in Super Mario 
Bros 3. Four different options are available at this 
first junction alone. 


Hopping Mad 
Super Mario Bros 3's Frog Suit is one of the most 
iconic power-ups of all time and was the stuff 

of legend back in the NES days. It felt so cool to 
mess around with, exploring underwater with 
fewer of the normal limitations. 





Statue Mario 

The Tanooki Suit is an enhanced form of 
Raccoon Mario that gives him fur all over in 
addition to the ears and the tail. Hold down and 
B while wearing the suit and Mario will turn into 
a statue, making him invincible. 



































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Hide And Seek 


Crouch on any white block for a few seconds 
and Mario will fall off it and into the background 
layer of the stage. Sometimes it's just for fun; 
other times it can actually lead Mario to a very 
cool secret. 








[TOON bh h hhh ee CD peel ee 
IEDXBO BABZORO caCE 





























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Bum Rush 
Pick up some speed and hold down on a slope 
like this and Mario will slide all the way down 
on his backside, taking out any enemies he hits 
during his descent. It's the sort of satisfying 
moment that SMB3 does best. 





® 


ae & a 








An Old Friend 
Lakitu makes his return in Super Mario Bros 3, 
but we wouldn't call it a ‘long-awaited’ one. 

He's still an annoying little nuisance. His later 
relegation to cameraman and traffic light holder 
couldn't come soon enough. 


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Fe ee te te ete he te ie tei teed 


Suited And Booted 

The Kuribo Shoe is probably the rarest item in 
Super Mario Bros 3, only appearing in a couple 
of levels. It also has to be one of the weirdest 
power-ups in a Mario game. Do you think there's 
an old woman and her family in there too? 





100 GAMES TO PLAY BEFORE YOU DIE | 61 


















World Tour 


The Mushroom Kingdom has 
been represented in many different 
ways throughout Mario history, 

but Super Mario Bros 3 was the 
first time it was presented in so 
much detail. Here’s how it stacked 
up, from interactive map screens 
to the levels themselves and their 
climactic boss battles. 























WORLD 1 


World 1 eases the player in gently, the 
opening level featuring zero hazards and 
only a couple of fairly docile enemies, but 
the threats quickly escalate. Before the 
world is through you'll have contended 
with slippery ice slopes toward oblivion, 
an assault from the pesky Boomerang 
Bros, and a madcap dash through an 
airship as cannonballs shoot at you from 
all directions. Phew! 

BOSS: Iggy 

One of Bowser's seven 

children known as the 

Koopalings, Iggy is 

named after real-life 

rocker Iggy Pop. But 
that's not a microphone in his hand: it's a 
deadly magic wand that he wants to shoot 
at Mario. Thankfully, he’s quite easy to 
dodge and, a trio of head stomps later, he'll 
be out of the game. 


























mmm 62 | 100 GAMES TO PLAY BEFORE YOU DIE 


a 


‘ULTIMATE GUIDE: 















Be A 





2 ORLD 3 
The third world is almost entirely made up of water-based levels, always 
some of the trickiest stages in Mario games, especially when there's a 
giant fish leaping out of the depths in an attempt to swallow him whole. 
Thankfully, however, our hero has a new trick up his sleeve in the form of 
the Frog Suit, which grants him enhanced swimming and jumping abilities. 

BOSS: Wendy 

Bowser's only daughter awaits Mario at the end of World 3, 
™ and she's no princess, let us tell you. Like her brothers, her 

weapon of choice is a wand, and this one fires what look 
like life rings. Wendy is named after Wendy O Williams, lead 
singer of punk outfit The Plasmatics. 































WORLD 2 


World 2's desert landscapes throw some 
truly unexpected enemies at you, including 
a teeny tiny Goomba that hides underneath 
blocks of sand. One level introduces the 
now-customary Boo enemy, a ghost that 
will stop pursuing you as long as you look it 
in the eye. And in another stage you're even 
attacked by the sun itself. Weird. 

BOSS: Morton 
—, Not that much more 
A I troubling than his brother 
Iggy, Morton also wields 
a wand but is able to 
throw out multiple 
bouncing projectiles at once. Also named 
after a real-life musician, he takes his name 
from American singer and talk show host 
Morton Downey Jr. 





PER MARIO BROS 3 


LIORLG 6 


World 6 is where things really 
start to get tough. Icy surfaces, 
spiked floors and multiple enemy 
types all crowded into the screen 
make it very easy for Mario to 
meet his demise if you don’t keep 
precise control over him at all 
times. Prepare to use a fair few 
continues in this world. 

BOSS: 


Lemmy 

Riding around on 

a huge rubber 

ball, Lemmy 

causes trouble 
for Mario by launching several 
other bouncy balls at him. It's 
utter chaos and pretty difficult to 
get through in one piece. We'll 
forgive Lemmy, though, simply 
because he's named after the 
legendary lead singer of UK 
metallers Motérhead. 


WORLD 5 
While the first half of the fifth world takes place in familiar grassland 
territory, the second half sends Mario up into the air to explore the 
clouds. Being so high up, however, means only one thing: lots and 
lots of bottomless pits to fall into. 
BOSS: Roy 
Jy One of the most dangerous of the Koopalings, 
"Roy is able to stomp on the ground, sending out 
shockwaves that stun Mario into submission for 
a few seconds. Best to stay in the air, then. He's 
named after Roy Orbison. Of course. 


LIORLG & 


Anyone who used Warp Whistles to cheat their way to oH 
the final world soon found that their skills were nowhere foayee. 
near up to the challenge, as Bowser's army attacks Mario 


with a mile-long caravan of gigantic tanks. This level, and a Oe ee ree. 
the handful that followed, are some of the hardest in | Fe ae ae mee 
i | 
iF 


Mario's history. 

BOSS: Bowser (ole) 
King Koopa himself awaits Mario at the Po) 
end of World 8, and he’s suitably tough to . == 

beat. You can't actually hurt him, so dodge H | 

his fireballs and try to get him to stomp 

in the middle of the stage. If he does it 

enough he'll break the floor and fall into 

the lava below. 








100 GAMES TO PLAY BEFORE YOU DIE | 33 —— 


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» NES » 1986 » NINTENDO 

There are some who regard Kid Icarus as an 

unsung hero of the NES. While I'd be the first 

to admit that the game looks and sounds pretty 

— thanks to it running from the same guts as 

Metroid, and having that sublime Tanaka music. 
For me, it's ever so slightly let down by some frustrating little 
design flaws. [But | love Kid /carus! - Ed] 

Kid Icarus still demonstrates that good ol’ Nintendo template; 
creating a videogame based on three central characters: a good 
God, a bad God, who's been turned into an evil medusa by the 
good God, and an unlikely hero with a silly name. 

Essentially trying to cram platform, shooting and RPG 
elements into one game and, for the mostpart, succeeding, 
Kid Icarus does undo a little of that greatness by throwing up a 
troupe of brilliantly drawn, but annoyingly cheap enemies that 
make you want to rip the cart from your NES and kick it at a 
furnace. Needless to say, practice is key. 

Pit, your angelic hero, has to face off against an army of 
skeletons that will absorb a ridiculous amount of arrows, silly 
sporadic squids that miraculously appear from the base of 
the screen at the most maddening of moments and plenty of 
stupid drops that kill your character outright. But thanks to its 
levelling up and shopping elements, the further you get in the 
game the easier it gets, which | do like. 

For the quest, Nintendo has bestowed us one measly life, 
which was probably its attempt to impart this jarring sense of 
realism. But when you're playing a videogame about an angel 
quashing a bunch of flying eyes and eggplants with arrow 
heads, it does feel a little unfair. 

The game isn't a complete tool, however, as when you 
die, you can always fall back on its 24-digit, case-sensitive 
password system. Nintendo would soften the blow though 
by putting it to use on some brilliant cheat codes. Just input 
‘8uuuuU UUUUUU UUUUUU UUUUUU’ if you want to see the game's 
final Parodius stage — and see a fully powered Pit take to the 
skies and face off against a giant eyeball and its pet dragon. 


100 GAMES TO PLAY BEFORE YOU DIE | 65 





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“ini 


Henk ROGER 








APRARIN 


tH Tae MakIhG OF Game BOY TETRIS 











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Alexey Pagrtnoy may Mave created Tetris out 
twas Bullet teroor Sop tuare's f#enk Rogers wind 
as dattled tnhrougn Sowet Fussia and Hintenda 

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first saw Tetris at the Consumer 
Electronics Show in Las Vegas, 
1988,” says Henk Rogers, the man 
who had changed the gaming world 
= once by introducing the RPG to 
Japan with Famicom’s Black Onyx. Little 
did he know that he was about to do it again 
by taking an amazing new Russian puzzle 
game and embarking down a path that would 
eventually bring that game to the masses. “I 
was going to trade shows looking for games 
to bring to Japan. Most of the games, you 
really can’t get a feel for how they play in 
such a short time. You stand in line, it’s your 
turn to play, you play a little and then you 
move on. Well by the time I'd played Tetris 
for the fourth time | realised | was hooked. | 
started going after the rights there and then.” 
Before getting involved with the Game Boy 
edition, Henk secured the console rights to Tetris 


“TL was Unanna 


NapPened in tne 


and produced a Famicom version for Nintendo. But 
initially, its success was far from assured. “That 
Christmas, Tetris had come out and | thought it 
was going to be a great opportunity,” remembers 
Henk. “But for a game to become a hit you really 
have to sell about 100 to 200 thousand in your first 
order, and I'd managed to get 40,000. That's not 
even worth making. | went to [Nintendo president] 
Hiroshi Yamauchi and | said, ‘Listen, | think | have 
one of the greatest games of all time here. | don’t 
know what I’m doing wrong, maybe it’s my sales 
guy or my marketing guy is ineffective, whatever, 
but it's off to a wrong start and | need your help, so 
can you do something for me?’ 

“He called in Miyamoto and said ‘Is this really 
a great game?’ and Miyamoto replied ‘All of your 
accountants and secretaries are playing this game 


Unced, 
Soe 
Weren't Supposed TO 


on their lunch breaks and after hours every day. 
It's a great game!’ So then Yamauchi called in 
Hiroshi Imanishi, who was the number two, and 
said ‘I want you to have our sales guy call every 
distribution company and tell them to order more. 
I'm going ‘Wow! There’s some serious action 
going on there.” 

Yamauchi’s typically fierce business acumen 
netted Famicom’s Tetris another 30,000 orders, 
bringing the total number up to 70,000, which was 
still some way off the minimum 100,000 orders 
needed to generate a hit. With so many excess 
cartridges in production Bulletproof would have to 
start slashing prices or dumping stock altogether 
by January, a resort that Henk simply couldn't 
afford to take. “If a game goes into dumping and 
is sold for less than it cost then you're basically 
screwed!” exclaims Henk. “Nothing has ever 
come back from that situation. So | called my sales 
guy and got him to call the distributors saying 


Wor Peer 
Union, You 
talk To anyoody" 


‘This is not a game that sells quickly. Hold onto 
your inventory because it will come back!’ This 
was something unheard of, and some of the stores 
actually did sell out by February and eventually 

all the stores were screaming for the game. We 
ended up selling 2 million.” 

If this situation wasn’t stressful enough, Henk 
arrived in Russia that same February, uninvited yet 
determined to grab the handheld rights to Tetris 
for Nintendo’s Game Boy platform. “That was my 
first time there and it was my reason for going. In 
February, with a tourist visa, | landed in Moscow 
and started looking for Electronorgtechnica. And 
| was unannounced, which never happened in 
the Soviet Union. You weren't supposed to talk to 
anybody, let alone do any kind of business with 
anybody, and this was a government organisation. 
| walk into this place unannounced and they’re 
going ‘who the hell are you?’ | said, ‘I’m the guy 
who publishes Tetris in Japan. | want to talk to 
somebody about it.’ The guy, Mr Belikov, who 


a oe: 
Bee solo aeiatel= 
Ci a sia 
a apa 




















aie 
ale 


THE MAKING OF: TETRIS 


» Hooray! | Quadruple line score! Waiting for that | Tetrimino almost always 
pays off if you're aiming for those really high scores. 


BOOOf!oO0 


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100 GAMES TO PLAY BEFORE YOU DIE :| 67 


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Henk Rogers recalls Alexey 
Pajitnov’s first trip to Japan 


“HE DIDN'T HAVE any first-hand 
knowledge. The first time | brought 
him into Japan and we went into 

a supermarket, his jaw dropped. 

His reaction was like ‘Oh my God!’ 
that this could possibly exist. If you 
wanted an apple in Moscow you 
had to stand in line with a hundred 
people and wait for them to call 

you up. You had no choice. And 
there’s no sign in that window saying 
‘apple for sale’. Word gets around 
and when you see people queuing 
you know there’s something for 

sale there. Now here he was in a 
supermarket surrounded by piles of 
fruit, and people could just pick the 
ones that they wanted. And these 
were ordinary people. They weren't 
rich and it wasn’t a movie set. Up till 
then he kind of thought that all these 
things were like movies; they didn’t 
actually exist, they were just props in 
a movie. But then he realised, oh my 
God, all that stuff you see in a movie 
actually exists. | nok there were 
tears in his eyes.” 














Al 


PHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH. 
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Wt & 
Interpreter 


ended up negotiating with me eventually got 
into a lot of trouble for meeting me. They grilled 
him! They said, ‘how did you get in touch? You 
must have had secret communication with him.’ 
They bugged his room and listened in on his 
conversations, to find out how the hell he found 
me when, actually, he had nothing to do with it.” 
So how did Henk manage to track down the 
owners of Tetris against such resistance and 
suspicion? How did it all come about? “| rented 
an interpreter and a car with a chauffeur. In 
retrospect, she was probably KGB. She knew 
everything about everything and already knew 
who | was and what | was looking for. She would 
have the answer to my questions before I’d even 
asked them. So, they drove me to the Ministry 
Of Software on the Thursday, the day after I'd 
arrived, but she wouldn't go in with me. | said, 
‘Why not? What are you talking about?’ She said, 
“You don't have an invitation. You're not supposed 
to go in there. And | can’t go in there.’ ‘But you're 
my interpreter’, | said. Then | thought ‘Well, | didn’t 
come all the way to the Soviet Union, thousands 
of miles, to be stopped by a door.’ So | just walked 


pe pont 


“rented an interpret er and a car 
chavpreur, In r et 
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through that door. | said, ‘I want to talk to someone 
about Tetris.’ 

“A little while later, somebody came down the 
stairs and asks ‘who the hell are you’. | explain 
and say ‘I publish the Nintendo version of Tetris 
in Japan’. And he says... ‘We never sold those 
rights to anyone’. Well, holy crap! | had 100,000 
cartridges in manufacturing, which means that I’ve 
borrowed 2 million dollars from the bank, using 
all of my in-laws’ land as collateral, and it turns 
out | have to bury those cartridges. | was really 
screwed... There was no way | could pay them 
back. So | said ‘Listen, | want to talk to somebody 
about it. And sure enough the next day | was given 
the third degree for three hours. Again, there were 
the guys from the ministry, the guys from KGB 
and there was [Tetris creator] Alexey Pajitnov. He 
was in the room! The ministry knew nothing about 


Trospect, tne 


KGB" 


the game and the only one who knew anything 
about it was Alexey. | could actually have a decent 
conversation with him about it. | was the first guy 
he met from outside the Soviet Union that actually 
understood anything about the game at all.” 
Henk’s’ friendship with Pajitnov, and his 
persistence with Electronorgtechnica, eventually 
paid off and he returned to Japan with the rights 
to produce the first officially licensed handheld 
edition of Tetris, which would be programmed by 
Nintendo. “I came up with the innovation of which 
buttons to use,” says Henk. “I thought that | had 
to make the interface a certain way, to match the 
way the PC game worked. The way the PC version 
worked, you have a left, a right, the middle button 
is rotate and then the space bar is hard drop. So 
if you flip that and transfer it to the little Nintendo 
controller, you've got left, right, pull down to 
rotate and then the fire button will give you a hard 
drop. That’s how it translates, and | thought that 







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didn’t make sense, that the movement of the piece 
should all be on the left hand and rotation of the 
piece on the right hand. | asked my programmers 
to make it that way but when we sent it to OA 
everybody hated it. But of course, if you're in the 
middle of playing a game and all of a sudden the 
gas pedal and brake are reversed then nobody 

can handle that. And, in fact, that’s exactly what 
Nintendo did, putting the movement and drop on 
the D-pad and left and right rotation on the two 
buttons. They also added a soft drop to the D-pad. 
And that was one of the complaints about it, that 
you'd move left and right and every once in a while 
accidentally hit the down button and cause a hard 
drop. But Nintendo added the soft drop so it would 
only drop a little faster rather than instantly. You 
could still control it after hitting down by accident.” 


orting Tetris to Game Boy should have 
been a simple affair, but there was 
another complication. “The approval 
was meant to be done on a Friday and 
then the game would go to mastering 
on the Monday, so there really was no time,” 
recalls Henk. “So on Friday | get the game and I’m 
playing, on a Game Boy, and it feels like one of 
the pieces is coming up more than the others. It’s 
supposed to be random, a one in seven chance of 





» You're playing the music in your head right now, aren't you? 


| 
eleieies 


ol yoyo) 


OOOO ys 
"Hea OO 
fogoiool | [ae 


ovo) 






. 









Elo 


“THE THING ABOUT music is that there 
are rights issues [with licensed tracks] 

or you have to create something good 
enough, so | told my guys ‘Find me a 
Russian folk song’, because those things 
are free, theyre public domain. And the 
fact that they've lasted hundreds of years 
means that they must be good. And yet 
people in the west haven't heard them as 
much as the people in Russia have, so let’s 





alae) alee eel 
a fefe fe) e pelea epee ele lee eee 


ck Rocking Be 


Henk Rogers explains the origin of that catchy Tetris theme tune 





TS 


give it a shot. We tried it and it was okay, 
people didn’t object to it. And it ended up 
becoming a ‘have to have’ together with 
Tetris; people started identifying the game 
with that music, which is a good thing. But 
it turns out that they weren't all folk songs. 
One of them was a soldier singing to his 
girl while he’s fighting, hoping that he'll 
make it back. If I'd have known what the 
words were... | had no idea.” 





each piece coming up at any given moment. So | 
told my QA guys, ‘Give me the statistics on how 
often each piece comes out.’ And, sure enough, 
it turns out that one of the pieces is coming out 
twice as often as the rest. So | called Nintendo and 
said, ‘This is unacceptable. The Russians are never 
going to allow this!’ 

What Henk wasn’t telling Nintendo, is that the 
Russians didn’t actually require final approval. 
“| pretended, because the rights came from me, 
that | had to get approval from the Russians, 
which | didn’t because no one there knew a damn 
thing, and we didn’t have the time to send them 
the game then wait for a reaction to come back. 
But they didn’t understand the game anyway, 
‘so it didn’t matter.” Instead, Henk relied on his 
own instinct. “There really is no other game 
that requires a real random number generator,” 
he continues. “If one too many stars come up 
in Mario nobody is ever going to know it was a 
mistake, but in Tetris you’d know. So Nintendo’s 
programmers came to my office in Yokohama 
from Kyoto, two guys come in and we sit there 
and think of how to fix it. For them to write a new 
random number generator on Saturday, ready for 
mastering on Monday was unthinkable. So | said, 
‘It's piece one that’s coming up twice as much as 


7 
male 
leah 


the rest, so this is what you do. When you roll a 
one it means it’s piece one. The next time you roll 
a one, you add one. The next time you roll a one, 
you add two, and so on. That way the error in the 
random number generator will be spread across 
all the pieces.’ So that’s what they did and then 
you couldn't tell that it wasn’t random.” 

And with that, Game Boy Tetris was completed. 
There's an end to Henk’s Tetris story; the decision 
to give away this fantastic game for free, to 
everyone in the west who bought a new Game 
Boy. “I think | was in Redmond talking with 
Nintendo and it seemed like Game Boy was the 
best platform for Tetris. [Minoru Arakawa said 
‘Why shouldn't | pack in Mario?’ | said ‘Well if 
you want to sell Game Boy to little boys then 
pack in Mario but if you want to sell Game Boy to 
everybody then pack in Tetris.” 

Game Boy and Tetris went hand-in-hand, and 
with sales of 30 million, they put both game and 
hardware into the collective consciousness of a 
generation. Henk Rogers now runs the Tetris 
Company alongside Alexey Pajitnov, licensing 
Tetris and standardising its rules for future 
generations. 31 years after Henk first got 
hooked on Tetris, it seems he still can’t put 
the puzzle game down. ¥ 


ort i Fal Ti te 






ATE GUIDE: 


7 THE IE LEGEND O1 OF 





yi iS 
/ ie 
ae i] 
- 3 
4 oe , 


1 rs : . 
e P ae x 4 
ee _ 4a 











CREATING AN EPIC FANTASY ADVENTURE FOR A TINY 
MONOCHROME SCREEN WAS NEVER GOING TO BE AN 
EASY TASK. BUT, TO THE SURPRISE OF ABSOLUTELY 
NOBODY , NINTENDO HAD THE COURAGE, WISDOM, 
AND POWER TO PULL IT OFF FLAWLESSLY. 
RETRO GAMER REVISITS ONE OF THE MOST 
UNDERRATED MEMBERS OF THE ZELDA FAMILY 





LTIMATE GUIDE: THE LEGEND OF ZELDA: LINK’S AWAKENING 





CHEF BEAR 
AMT I-KIRBY 


f there’s one thing that other games could 

stand to learn from Link’s Awakening, it’s 

that the stakes don’t need to be absurdly 

high for a story to be captivating. Having 
spent three games (and many more after this 
one) dealing with potential end-of-the-world 
scenarios, Link’s Awakening is little more than 
an escape room by comparison — our hero finds 
himself marooned on a strange island following 
a shipwreck and is tasked with simply getting 
away. And so, under the guidance of a talking 
owl and with a little help from some of the 
friendly islanders, Link sets about attempting to 
wake the mighty Wind Fish from its slumber, 
which is apparently the only way he might 
leave Koholint Island. 

Mechanically, Link’s Awakening feels 

Eats aL Co) greatest Weel ete ol For some unknown reason, Marin really likes it when you use the Shovel. 
the best elements of the trio of preceding TR eae ene MRT cae 
games. Parallels with A Link To The Past are 
unsurprising given that this game originally 


started out as a proposed port of the SNES another case of big ideas on hardware that MARTH 
classic, but it clearly helped to influence should by rights be too small for them. Literally, 

and inform much of the Game Boy release’s in this case - as well as a smaller, monochrome 

design. In terms of the NES games, Zelda II's screen to work with, there would also be the 

impact is most apparent from the inclusion button limitations of the Game Boy to consider 

of side-scrolling sections, while similarities to after A Link To The Past had gone beyond what 

the original primarily spring from this being was possible on the two-button NES controller. 

A handful of talented artists would see to that || LP 


first issue, but the second would not be so 
easily resolved. 

Despite the Game Boy sharing the same 
limited control options as the NES, A Link To 
The Past evolved the core systems of the series 
to a point that made use of more buttons, 
so a creative solution was required. To that 
end, Link’s Awakening became the first Zelda 
game where the sword is not mapped to its 
own button, with both the A and B buttons 















ARHOS KMIGHT 


er Mh Va :)=28) 1m 01) = 












PIRANHA 
fe 


COLOUR US 
IMPRESSED 


LINK GETS A FRESH 
OSU ea OO 0 


able to be assigned to any item Link finds. 
While this can make for some fiddly item 
switching (particularly in later, more complex 
dungeons), the flexibility of the system also 
allows for the use of item combos the likes of 
which the series hadn’t seen before... or since, 
really. Long gaps can be cleared by combining 
the Pegasus Boots with the Roc’s Feather, for 
instance, or equipping Bombs and the Bow 
and pressing both buttons simultaneously 
allows Link to loose an explosive arrow. While 
the former is the only item combo required to 
beat the game, having those other options in 
there gives players a chance to be surprised by 
their own experimental solutions — a rarity ina 
series so grounded in linear formula, and really 
Seo) nn1-) (al iale mele moa Vela MCL 
entry in the Zelda series, Breath Of The Wild. 


he differences between Link’s Awakening 
EUR me mice yells elma) 
b there, either. Trading sequences are a 
staple sidequest in the franchise, but this 
is the only Zelda game where the entire 
endeavour is mandatory. As such, it’s a little 





@ Arriving some five years after the original 
game's release, Link’s Awakening DX for Game , 
Boy Color breathed new life into the classic 

adventure with its vivid palette and suite of new 
features. Chief among these — aside from the 

colourful visual upgrade — is a brand-new dungeon 

for Link to explore. The aptly named Color ) 
Dungeon expands on what was possible in the 
monochrome original, with puzzles and mechanics 
that rely on the use of coloured objects and 
enemies. Completing this trial rewards Link with 
Eelam) Mitt a Mat" Od olde Sel =] (Tel Ole 
new items that double his attack and defence 
respectively. In addition, the enhanced port also 
features support for the Game Boy Printer, with a 
number of photo opportunities added to the world 
for Link to find over the course of his adventure. 
The resulting snapshots can be printed out as cute 
aCe ewe ee eee 






















Aisa CMe Van aM eee MUM aun SCM a TE TCOn TIC) 
and make you start the fight over. Mind the gaps as you work its tail. 


more streamlined and obvious than its peers and 
feels more like helping people out along your 
journey, rather than ditching your main objective 
and going out of your way to run errands for 
them. It’s strange that would be the case in the 
game with the least pressing objective in the 
entire series, but it’s a great way of allowing 
players to meet the weird and wonderful 
residents of Koholint without it feeling like 
busywork. But perhaps the most noticeable 
difference of all is the game’s tone, which is much 
more playful, whimsical and lighthearted than 
any other game in the series, thanks in no small 
part to the lack of a Ganon-like big bad looming 
large and ready to bring an end to the world. 


There's just this wonderful dreamlike quality to 
- Koholint, apparent in everything from its curious 
_ cast of characters and creatures to it having the 


feel of a slightly misremembered memory of a 
Zelda adventure, with elements of other Nintendo 
games seeping in (domesticated Chain Chomps 
are found in Mabe Village, Mario enemies such as 
Goombas and Piranha Plants inhabit dungeons, 
as does an evil version of Kirby later on, while 


- the trading sequence includes cameos from 





ULTIMATE GUIDE: THE LEGEND OF ZELDA: LINK’S AWAKENING 


Lal al 


Lil | a 
Leena ae 


LINK. 
ee 


MUR -aW eae Reece ee Ue NVae 10- NAO RIT eso E CLT TE) 
eT RUC eRe LU SAD La Cr amt ce 


REAWAK ENING LINK A LEGEND REBORN ON SWITCH 


7 





@ We've long maintained that Link's Awakening original’s simple style. A slightly angled top-down recreated, there’s also another brand-new dungeon 
deserves to be enjoyed and adored by a much wider viewpoint allows the game's beautiful environments OMe MMMM Malu Lm OU ale Cee CUe tLe) 
audience, and Nintendo finally seems to agree — the to pop like never before, and it’s going to be a joy proposition, as it allows players to piece together 
CEM MMe aR Me RMU mel yg to see how the many and varied locations across Lime meet ee eee Mie eel me Tarle(-y 
relmateele eal eel em eM CaN eo UG) ite] ata CM Cle am emer Le ul ate Mar li ae ( 1 Caton rooms unlocked as the game progresses. You can 
looks like a diorama come to life, and while it might As with Link's Awakening DX before it, Nintendo Oe Ce mae laale mele mee Clu) 

be a little twee for some people’s tastes, there’s ey Ue eR CMU em Ame creations, so be sure to head to where the Camera 
no denying that it perfectly captures the feel of the Te mem Reece Te mdr bd Sit) Re eGo Re tala a 


100 GAMES TO PLAY BEFORE YOU DIE | 73 





74 | 100 GAMES TO PLAY BEFORE YOU DIE 












al 





WAAC Rel oe yy 


= = = ee 





A FEW OF THE TRICKS SPEEDRUNNERS USE 
OTN Re Oe ZL 





SAVE/QUIT 


PW eins UR ee OMe UE)! 
ERR UNA e weet Cm Ren OR Ul) 
eMC M MMU URC MERU ce eal malar] lA 
Here, entering and leaving buildings and caves is the 
usual way to set where you restart after quitting, 

EN Ue aM el Reno uM eam sO ale (relat Co} 
OCU ARC OR RLU eel Re 





Moy SKIP 


i Just as most text can be skipped, so too can the 
majority of the short musical interludes that occur when 
you pick up the instrument at the end of a dungeon. This 
involves setting up Link’s position so he’s only a pixel 
away from the instrument and using the map screen 

PO Um CRU ee Mae Mme (oC) om 
Eee UAL ae Mu eel Meena 





—— 


QO 1 | 
Se SS) 


eee eT 


oLl-i] 105 
te MMU) Rm ee 
eli ert lac asia mea Tey aot] (| 
PYM Mme te MeL CM Ed mules 
TEC M Cy CMM ree] lel ard 
to longer conversations. It only typically saves a few 
seconds per instance, but that all adds up over the 
ele Re 





ODT ae 


i Oddly, using a bomb exactly as a screen transition 
xe eR eM mre (* ual RL tered 
happens on the new screen. This can be used to skip 
PURO ee rete eer UAT me) ca ly 
Turtle Rock dungeon, break the pillars in Eagle’s Tower, 
and even skip the Wind Fish Egg sequence, although it 
can be quite fiddly and requires two bombs per skip. 





@ How convenient that the first key item you get allows 
ele ee Mae ie allie ecm yma year male} 
the corner of a wall and moving along it then swinging 
eee RN H ur me Re ea Bln cm urle 
can clear otherwise impossible obstacles and even 
ignore elevation changes. There are a bunch of spots 
where this can save significant time. 





IT roy NT 


@ Routes that do dungeons out of order can abuse 
Peal me: UC MUU RC LCCEL NCIC T+ Mel my 
game's sprite limit. Going into the menu quickly 
after multiple Magic Rod projectiles are active can 
cause intense slowdown, and changing the screen 
straight after this will despawn any sprites on that 
screen, including bosses. 


(Aas 


pate 








Lad LO) a 





ULTIMATE GUIDE: THE LEGEND OF ZELDA: LINK’S AWAKENING 


True to form, any Great Fairies you find will 
fully restore your health. Smaller ones can't 
be captured, although Crazy Tracy's Secret 
Medicine has the same revival effect. 


Yoshi, Peach and even Prince Richard from 
Link’s Awakening’s Japan-only Game Boy 
forerunner, Kaeru No Tame Ni Kane Wa Naru) 
and lashings of self-referential humour in a 
series that typically tends to play things pretty 
straight. 


Il of this combines to give Link’s 
Awakening a very different flavour to 
most other Zelda games, and it’s 
perhaps for this reason that it’s not 
treated with the same reverence as notable 
series highlights such as A Link To The Past and 
Ocarina Of Time. For all its charm and whimsy, 
though, it’s somewhat ironic that this clear 
outlier should be one of the most rigidly linear 
examples of traditional Zelda game structure, 
to the point where dungeons are literally 
numbered and cannot be tackled out of 
sequence. Conversely, the dungeons 
aaNet Ole MAU] TO Ile) 
handholding after the first few, save for a 
handful of stone tablets that offer cryptic 
clues. Crucial items can be hidden in 
untelegraphed secret rooms, while some of the 
puzzles and chests require a level of lateral 
thinking far beyond the standard ‘use the last 
item you picked up to overcome this’ nature of 
so many other games in the genre. 


TSUN NN LRU Sue en Cu MUEL eR UCM en e-LnclS AUU ACE COCR UEl CRC Rec EC clei RL 


We almost feel bad for Link’s Awakening, and 
indeed for so many of the slightly quirkier Zelda 
games that came after it. They’re inherently 
always going to exist in the shadow of the 
handful of truly genre-defining members of their 
own family, their own innovations and triumphs 
dwarfed by those of the two Zelda games that 
have a residency on just about every major all- 
time top ten list ever compiled. But it’s important 
to remember just how much of an impact these 
less-discussed classics in the series help shape 
and evolve the all-time greats — by Eiji Aonuma’s 
own admission in an Iwata Asks piece from 
2010, Ocarina Of Time would have been a very 
different game were it not for innovations from 
Link’s Awakening in the fields of broad narrative 
and character development. Interestingly, the 
same piece also cites Twin Peaks as an influence 
on Link’s Awakening, which makes a heck of 
a lot of sense in retrospect. It’s important to 
love and respect these series underdogs, then, 
since without them, the classics that dominate 
discussion of both series and genre simply would 
no exist. As if Link’s Awakening weren't lovable 
enough already, that’s just another reason it'll 
always be one of our favourite Zelda games. 


Ss) od 


be | de 


ee | 


PEAHAT 


| a 


100 GAMES TO PLAY BEFORE YOU DIE | 75 





POKEMON RED/ 
BLUE/YELLOW 


RELEASED: 1996 PUBLISHER: NINTENDO DEVELOPER: GAME FREAK SYSTEM: GAME BOY 


Pokémon created a new generation of role-playing fans 
with the most brilliantly simple of youth-friendly ideas: 
collecting and swapping... 


any of the kids who picked up Pokémon had 
probably never heard of an RPG before. When 
Pokémon Red and Blue arrived in 1999, the franchise 
had already blown up in the UK since the game 
released a year earlier in the US, with interest ballooning in the 
awful animated cartoon, the frankly odd-looking pocket monsters 
themselves and later the accompanying card game. It was a 
terrifyingly large craze that just happened to bring a somewhat niche 
genre to an enormous young audience, via some classically savvy 
Nintendo-branded game design. 
This many years later, it’s obvious that the game component 
of Pokémon had a kind of timeless merit, while other parts of the 
operation did not. The cartoon was far from impressive to look 
at, and could be painfully cheesy; the character designs only got 


a a nal al al 





UY) Te] Sle iia 


, CTT 

iy EIT) 

“ bee has leery 
Say) ular wit 

Tar Wilton or 
i 


REI a Caught 
Tay 


| 


progressively worse from Voltorb, Electrode and Ditto; the card 
game isn’t the force it once was. Pokémon Red, Blue and later 
Yellow marked, for the young generation of the late Nineties, their 
first experiences of an RPG and the trappings of its mechanics, 
channelled beautifully through a well-structured adventure that 
challenged players to catch and level up their own pocket monsters. 
Players were offered complete customisation of their battle line-up in 
a world populated with almost 150 creatures to catch. They were all 
out there, somewhere — and only determined exploration, as well as 
collaboration with your friends, would reveal them all. 

The compulsive mentality it tapped into for kids was very much 
the same thing that leads them to complete football sticker albums, 
or —a more modern example — finding diamonds in Minecraft. It's 
that completionist attitude, married to the ingeniously unpredictable 


C4 -P 


fs 















Pree 


GAME CHANGERS: POKEMON RED/BLUE/YELLOW 


Sere ae Ee Fe 





ae. ae 





MOSS a > 


el 


HOW IT TOOK OVER THE EARTH 


POKEMON CONQUERED THE NINETIES AND BEYOND - THIS IS WHY IT HAPPENED 





Le Bed CONSOLE SPIN-OFFS ICONOGRAPHY 


*& Trading cards, LCD Tamagotchi 
facsimiles, toys and the somewhat 
repetitive TV show; Pokémonis a pop 
culture megalodon that dominates 
multiple forms of media. The card game 
isn’t as massive these days, but it was all 
over playgrounds in the late Nineties. electric rodent. 
process of catching Pokémon, that underlined the appeal of Red 
and Blue. Yet it was the social interaction side of things that really 
altered industry thinking. Pokémon Red and Blue promoted use of 
the Game Boy's relatively obscure link cable as its founding conceit, 
that players would swap their Pokémon and battle with them using 
a pretty dusty old peripheral. The two different versions had 11 
interchangeable monsters that could only be found on either Red or 
Blue, as well as four that could solely be obtained through trading 
with a fellow player; to complete your collection, Pokémon required 
you to interact with friends in order to get there, and many did. It 
opened up the potential of multiplayer experiences on handhelds in a 
way that we hadn't seen before. 

There was something oddly powerful about the idea of sending 
a Pokémon that you'd raised over to a friend and receiving a brand- 
new one in return. Pokémon, after all, is basically about the battles 
that you fight and the creatures you fight them with — there was a 


664Pokémon brought a niche 
genre to an enormous young 
audience 99 


sense of investment in that that’s still entirely unique to this franchise 
and remains a big pull to this day. 

But the other, more adrenaline-fuelled half of the link cable 
functionality was arguably the most exciting part of it all. The combat 
component to the multiplayer was essential, bridging two players’ 
massive adventures and adding some genuine personal stakes as 
you pit your two sets of monsters against each other. Players could 
strategise in these scraps, instead of contending with frequently silly 
Al that spams nothing attacks like Tail Whip and Growl in the midst 
of crucial battles. An entire worldwide phenomenon of competitions 
grew out of these two incredibly smart but simple uses of an old 
peripheral that had first been released a decade earlier. 

It could be argued that the series has become ruthlessly 
complicated in recent years, piling on more characters in a way 
that doesn't really add to the quality of the product, even as the 
realisation of the settings and creatures has become so much richer. 


ae (-- 7 4 Fi _-F 


% Pokémor’s tendrils extended beyond 
the Game Boy, too, with amusing but thin 
N64 titles Pokémon Snap and Stadium 
finding significant success. A forgotten 
and reportedly rubbish curio, Hey You 
Pikachul, allowed you to speak to the 


When you catch 


: all 150 Pokémon, 

: elt eet] 
Crane -1-1 4 

Pim fe) (Yat Wed Le Leda) 
: City. Not that 

: exciting, really. 

en Xela eal 
ar key to the city 

: from the mayor. 


Pokémon 


Pte] ete) 

: life as ‘Capsule 

: Monsters’ in 1990, 
: and was put on 
Peel Re totaal) 
Peace aa] 4 

* worked on Yoshi. 


MCR tla 
: design for Lapras 
: existed then. 


Combined, 


uA A 

: Blue, Yellow 

ee Reka 

PP eel rl 
: version of Blue) 

: have sold over 
mL Maal tt Ceyam eral 

« in total. They 


te ee Ul 


Pleat er UL) 


eae 
Tage (oe 





% We'd argue that Pokémon design has 
become rather uninspired in recent years, 
and even Red and Blue had the likes 

of Voltorb and Exeggcute to make the 
whole thing seem embarrassing. At the 
same time, many of the creatures were 
brilliantly designed. 





CONSISTENCY 


* While the number bloated from 150 
monsters to an exhausting 809 today, 
Pokémon has remained a very strong 
franchise. The task of catching them all is 
more intimidating than it used to be, but 
every generation has allowed the series 
to find new fans. 








» This classic battle scene will be familiar to millions. 


Any kid who wants to catch ‘em all these days needs a bottomless 
pit of time and overly generous parents to accumulate all the 
necessary titles — that seems counter to the binary simplicity of what 
Red and Blue originally represented. You and your friends, separately 
invested in your own adventures, collected Pokémon to your 
obsessive satisfaction. Then, on the most unlikely of formats, you 
brought your two adventures together to complete that experience. 
The effect Pokémon had on the gaming landscape went far 
beyond the boundaries of its own success, however. Nintendo 
had stealthily introduced millions of players to the previously niche 
RPG genre, on an even bigger scale than Final Fantasy VII did in 
1997, using its colourful setting and characters as a Trojan horse 
for what is undoubtedly fantastic and complex, stat-driven combat 
design. While visually speaking, Pokémon Red, Blue and were 
made to appeal to children, the actual meat of the experience was 
mature enough to give it a multi-generational appeal. Sword and 
Shields release this year on Switch only underlines that status — this 
franchise will live on forever, and rightfully so. ¥€ 


a ee 























KEY LESSONS FRO 


From those hundreds of hours invested in Pokemon in the late 
Nineties, these are some of the most the vital pieces of info that 
will live with us forever 


1 ME 3 


NEW SPECIE 


‘og 
Although squirtle is a relatively close second HT 1° oa” Charmander is a poor choice of starting Pokémon, 
place, Bulbasaur will blitz through early gym leaders really, even if this tiny dragon features the best 
Brock and Misty as soon as you have unlocked the Ao. 51 KT g.0/1b character design of the three starters, as it fails 
Vine Whip skill. The evolutions into lvysaur and = massively in the face of anti-fire gym leaders Brock 


Venusaur bring steadily more powerful abilities, too, S hk 7 and Misty. We've no doubt many players picked 
underlining the fact that Bulbasaur makes the game oO rare that it Charmander right away when they started the game 
a lot easier. is still said to — it makes that first half of the game a chore. 


aA mirage by 


BULBASAUR 
Seer 
is 2° Oa 
Ho. (eh 2 hT 1i5.@I16b 
= 


CHARMANDER 

LIZARD 

HT 2° oO" 

WT 49.016 
it a a 


& strange seed was Obviously prefers 


Planted on its hot places. When 


back at birth. it frainss steam 





To PaebeeT Torn 





The Pokémon we 
taught Flash to were 
borked forever, basically. 
And for what? A glorified 
version of Smokescreen 
that occupies an ability Wild WEEDLE 
slot forever. Aside from 
Surf and maybe Fly, HMs 

et et at Pes e (Hidden Machines) will 
quite simply spoil your veteran Pokémon by limiting their potential to learn the 
more effective TMs later in the game. 





appeared? 








78 | 100 GAMES TO PLAY BEFORE YOU DIE 


















= iis Fi eq 3 Py 
HANGERS: POKEMON RED/ BLUE/YELLOW 





en ® 
a GAME C 








iS = 
& bs 
i = 
PIKACHL 
~ ¥ MOUSE If you endured the torrent of late Nineties 
es i Pokémon culture, Yellow is unmissable, dovetailing 
HT . aeroe with the story of the television show in a more 
pronounced way, with Pikachu always by Ash's 
Mo. OS WT ans Ik side and all three starter Pokémon (Bulbasaur, 


Charmander, and Squirtle) handed to you as part of 


the story. It also looked slightly better on the GBA. 
* me SILPH co. 


JOFFICE BUILDING 


9 1 


Ken Sugimori, the designer of every Pokémon in 
the original games, managed to unleash on the world 
ascarier creation than Jason Voorhees, Slenderman 
and combined. Mr. Mime (is there a Mrs. Mime? We 
really hope not) is fairly useful in battle as a buffer 
between fighters, but his design goes well beyond the 
traditional realms of terror. 


FireRed and LeafGreen offers players the chance 
to play as a female character instead of the usual 
dorky lad, but it’s the visual upgrade that heralded 
the biggest change, bringing all 151 Pokémona 
contemporary polish that consumers were of course 
happy to buy into. It also brought a version of Green 
to the West for the first time. 











MF. MIME 
BARRIER 

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ae a Fo ee a ae a I Fo a i 100 GAMES TO PLAY BEFORE YOU DIE | 79 














After the acclaimed Batman and Head Over Heels wowed Spectrum 
owners, Jon Ritman and Bernie Drummond took their isometric magic 
to the Game Boy. Craig Grannell interviews the pair about working on 
the new platform, rethinking design for handhelds, and their publisher’s 
baffling decision to scupper the game’s chances of success 


ith two Ultimate-style 
hits - Batman and Head 
Over Heels - under his 
belt, perhaps it was fate 
Jon Ritman would eventually find 
himself working with Ultimate 
successor company Rare. He recalls 
reading a magazine article about the 
company looking for new talent, and 
then visiting and it not even crossing his 
mind they wouldn't want to work with 
him. “It must have been quite arrogant 
of me at the time, but we did have a 
laugh about it later, and | had plenty 
of late-night conversations with Chris 
Stamper, when we both did our best 
work,” says Jon. 

Much of his time was spent working 
ona development system, and when 
that was finished, Jon figured he'd 
like to make a game with it himself. 

“| decided to work on the Game Boy, 
which seemed like a fun console, and 
decided on an isometric adventure 
because |'d not seen that at the time 
on the platform,” says Jon, reasoning 
that games to that point had perhaps 
been driven in a certain direction by 
hardware. “Remember, I'd learned my 
trade working on a pretty open-ended 
ZX Spectrum, and | did what | wanted. 





The Game Boy came with the likes of 
hardware sprites, and if you make it 
easy for people to go down a certain 
route, of course they will. | thought 
it'd be good to buck the trend and try 
something different!” 

The game he created would become 
Monster Max, an epic and visually 
striking isometric adventure packed full 
of puzzles, twice the size of Head Over 
Heels. Once again, Jon enlisted regular 
co-conspirator Bernie Drummond 
to work on the game's graphics. 
“Personally, | loved the isometric 3D 
format — it seemed more immersive 
than standard platform or top-down 
games,” Bernie says, adding that with 
the Game Boy having a Z80-style chip 
and more memory than the Spectrum, 
Jon was able to “easily convert the 
isometric game format” to the tiny 
handheld. He adds that “the main 
worry was the screen size” and most 
of the duo's time was therefore spent 
drawing graphics, building the map and 
designing the rooms. 

Jon's quick to point out it wasn’t 
entirely plain sailing, however: “The 
engine was a complete rewrite, 
because the Game Boy chip is really 
a kind of ‘Z80 lite’, and the console 





THE MAKING OF: MONSTER MAX 


clearly wasn't designed to do anything 
with a full high-res screen. It required 
some jiggery-pokery to make it do that, 
switching character sets two-thirds of 
the way down the screen, making use 
of careful timing.” He adds that it was 
also a pain working with paged memory 
on the Game Boy, where you were 
constantly having to move memory 

in and out of usable space: “It could 
get quite difficult when you needed 
something to be available in different 
areas but you were using a different 

bit of paged memory. There was a lot 
of juggling involved to get everything 
working in Monster Max, because you 
didn't want to be paging memory in and 
out when you were in a room — it would 
have slowed things down. That said, at 
least | had the memory, which | didn’t 
on the Spectrum, although it would 
have been nice to have also had a bit 

of colour!” 

Still, in having to create a new engine, 
Jon was able to incorporate ideas that 
took the kind of isometric adventures 
he'd previously created to a new level. 
“| wanted rooms to be bigger than the 
screen, to manage rooms with different 
floor levels, and to have a new way of 
handling tools,” he says. On that last 
point, he explains Batman and Head 
Over Heels had characters where 
abilities were essentially ‘removed’ 


IN THE 
HNOUW 


» PUBLISHER: TITUS 

» DEVELOPER: RARE 

» RELEASED: 1994 

» PLATFORM: GAME BOY 

» GENRE: ISOMETRIC 
ADVENTURE 


100 GAMES TO PLAY BEFORE YOU DIE. 








P and earned back during play, 
whereupon they remained permanent. 
With Monster Max, he thought it would 
be interesting to force you to regularly 
let go of said abilities (jumping; ducking; 
a bag for collecting items; and many 
more) restricting the number you could 
use at once: “Two went nicely with the 
two main buttons on the Game Boy, 
although it did complicate the design. 

It was hard work ensuring you could 
always access the right tool, and to not 
create an arrangement of rooms where 
you'd accidentally put a tool down in the 
wrong position and not be able to get 
back to it. | had to be extremely careful 
with that, but | don’t think | made any 
errors in the end.” 

In terms of the game’s theme, 
Bernie recalls the character of Monster 
Max was a case of the right place at 
the right time: “Jon and | hadn't worked 
together for a couple of years, and I'd 
reverted back to the highly colourful 
‘pen to paper’ artwork | was used to. 
When Jon phoned and said we were 
going to make a game for the Game 
Boy, the guitar-playing half-skeleton/half- 
reptile Max was the latest creation | had 
to hand, although the small screen size 
meant the art was slightly compromised 
by the need to keep the visual clarity 
we were known for.” 

Otherwise, Bernie was again given 
the freedom to run riot — as he puts it, 
“drawing whatever looked good, with 
Jon then creating a narrative out of the 
images | gave him”. Despite the size of 
the game, there was very little planning, 
with the pair pretty much making things 
up as they went along. “We'd have 
certain sizes of objects that we'd give 
nicknames to, such as ‘sweets’ and 
‘blocks’, and I'd ask Bernie for ‘five 
more sweets’, he'd send ten, I'd chuck 
five away and see what was left,” 
remembers Jon. “If they didn't work, 
I'd ask for more. Or sometimes Bernie 
would just send loads of stuff I’d think 
was brilliant and didn’t know what to 
cut out.” He notes the pair once more 
gained a reputation for having bizarre 
imaginations, primarily because objects 
were out of scale: “People said it was 
bizarre, but | just thought it was fun and 
we got better pictures in our games. 
There's a teapot in Batman that's half 
his size, but if it had been to scale, it 
would have been three pixels wide and 
looked like nothing at all. Instead, we 
got a beautiful teapot, and | carried on 
that line of thinking in Monster Max." 

Despite the ad-hoc nature of 
Monster Max's creation, Jon did carve 
out one very important rule to follow: 
“There was the idea there’d be three 
worlds on each level, but you'd only 
have to complete two to go up a 


» The lift guy charges for access to 
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completing missions). And, yes, you can 
blow him up using bombs. 

























































level. It’s always possible you'll create 
something someone can't do, and it's 
good to say there's an alternative.” 

This all arose due to an assortment of 
people getting stuck fairly early on in 
Batman, and giving up despite having 
not experienced the majority of the 
game. “| was determined that would 
never happen again,” confirms Jon. This 
revised structure in combination with a 
password system also dovetailed nicely 
with the idea of mobile play: “With the 
Game Boy, it might be something you'd 
use on the move, but Head Over Heels 
had to be completed in one go if you 
wanted to see the end. | liked the idea 
of a game being segmented into small 
chunks, where you could think ‘I’ve 
done that bit’ and could move on.” 









DEVELOPER 
HIGHLIGHTS 


MATCH DAY 
SYSTEM: VARIOUS 
YEAR: 1984 

BATMAN 

SYSTEM: VARIOUS 
YEAR: 1986 

HEAD OVER 

HEELS cricturen) 
SYSTEM: VARIOUS 
YEAR: 1987 








hen we ask about specific 
memorable elements of 
Monster Max, though, it 
appears Jon himself has 
moved on - or at least his memory 
now has. “When | first started making 
games, | was always of the opinion 
one of the greatest tools | could have 
would be an anti-memory pill. It would 
have wiped my memory of a game, 

so | could play it like anyone else, and 
not someone who knew it inside out. 

| could then really hone it,” he says. 
“Of course, that wasn't available, but | 
discovered by trial and error that if you 
wait for ten or 12 years, that all sort of 
happens by itself. So | did go back and 
get that experience with Monster Max, 
playing it as if it was someone else’s 





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sprint pretty quickly, and those bullet 
things are deadly. 





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helpfully tells you what it’s for. 


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game, and | thought it was quite fun. 
Unfortunately, that was about ten years 
ago, and so I've more or less forgotten 
it again!” 

Jon does at least recall that what you 
saw on the screen was entirely what 
he planned to put there, and that there's 
no kind of ‘director's cut’ waiting in 
the wings, on some lost development 
rig in a dusty cupboard: “When | was 
making a world in Monster Max, | was 
always trying it out room-by-room, and if 
| didn't like how something felt, it would 
be out.” In a sense, this was also the 
first of Jon's isometric titles that was 
extremely reliant on his own tastes, given 
that wider playtesting was significantly 
harder than it had been on the Spectrum. 
“Previously, I'd had the opportunity to 


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watch people play Batman and Head 
Over Heels. | found it very valuable to 
look over their shoulders as they played, 
and quite a few rooms were changed 
through how people were reacting and 
the problems they were having,” he 
explains. “In some cases, it was down 
to how rooms were laid out. Because 
you don't have perspective, isometric can 
be confusing, and so I'd perhaps turn a 
room around and have it at a different 
angle. With the tiny Game Boy screen, | 
could no longer rope in friends, and so all 
the testing and changes were down to 
me, trying to put myself in the mindset 
of someone else. | hope | got it right, 
and it felt pretty good when | played it 
ten years later. Although | guess that 
procedure of waiting ten years to forget 
a game so that you can test it isn’t very 
useful for a current release!” 
Unfortunately, a weirdly lengthy delay 
(if not quite a decade) also happened 
with Monster Max's actual release. It 
reviewed well, with 94 per cent in GB 
Action and a whopping 96 per cent in 
Super Gamer, which declared it the 
“best Game Boy title ever”, but the 
game was held back for almost a year, 


heavily impacting on sales. “I've got no 
idea at all what happened,” says Jon, 
sadly. “I'd been working with one of the 
Titus bosses — a very bright man — on all 
of the language stuff, because he spoke 
about six and could program. Everything 
seemed to be going ahead fine, with no 
trouble. And then after the game was 
complete, | had no more contact with 
him, and nothing happened for ages. It 
was strange after such great reviews.” 
Intriguingly, Jon reveals Monster Max 
could have found its way to market 
in a very different form: “I had the 
opportunity — and | would have taken it, 
had | known Titus was going to hang 
on to the game for a year — to change 
the graphics, drop the Monster Max 
character, use one of the Mario stable, 
and have Nintendo publish it.” Jon says 
he doesn't know for sure what changes 
to the other graphics Nintendo would 
have demanded, but he imagines it 
would probably have been a lot, and 
that was what put him off at the time: 
“You get to that stage where you 
think ‘we've finished it now’, and / 
any major changes would just 
feel like starting again. | know 


/ 


~ 


THE MAKING OF: MONSTER MAX 


Shigeru Miyamoto played the game, and 
that there are aspects of things that he 
didn't like. | suspect whatever changes 
he would have wanted would have 
required rejigging all of the puzzles.” 

lt wasn't to be, but Jon says 
he's still proud of the game itself 
and the following it retains today, 
if understandably disappointed its 
commercial success didn't match the 
critical acclaim. And Bernie, too, is 
delighted people are still talking about 
Monster Max. “It's good to hear classic 
games still have appeal. It's a lot of 
work making a game, and it sometimes 
seems disproportionate to the time 
someone might spend playing. But as an 
artist, you are in the business of creating 
a perfect moment. Layers of detail are 
designed to happen simultaneously, 
and knowing that people have i 
enjoyed the results of our LA a 
work makes it all 
worthwhile.” A 


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Super Mario Land 2: 
Six Golden Coins 


GAME BOY » 1992 » NINTENDO R&D 1 
What was your first gig? A lot of my friends say Blink 182, 
S Club 7, or even Busted. I'm a little conflicted on my 
answer; | usually say Iron Maiden (| was a 14-year-old 
metalhead), but it’s technically Jools Holland circa 1997, 
though | sure as hell wasn't paying attention, | was hiding in a 
tent playing Super Mario Land 2 much to my parents’ bewilderment. 

It was a good show, don’t get me wrong — the saxophone player climbed 
up into the stage’s rigging for his solo... | at least caught that bit — it's just 
playing Mario Land 2 was the better experience of that night. It’s a testament 
to Nintendo's development team that it managed to condense the Mario 
experience down to a tiny green screen, and not lose a single bit of lustre. 

It's a little cut-down compared to, say, Super Mario Bros 3, but | actually 
think the Game Boy Mario Land games are better. There’s no faff like holding 
onto a power-up or anything like that, what you see is what you get. The 
world design is fantastic, too, mostly thanks to its non-linearity. You can tackle 
whatever world you want to in any order, and if you run into a level that’s too 
hard, you can just back out and try another world. 

The levels look great, too. My favourites are from Mario Zone, which 
culminates in a final Lego-themed stage and a Three Little Pigs boss fight — 
why they're hanging around in a clockwork Mario’s head is anyone's guess. 

So if you haven't played Super Mario Land 2, you're missing a trick. Grab 


|| il fl || i a Game Boy and lose yourself. Just don’t crack it out at your next concert; 
you'll end up missing the entire thing. 





GAMES TO PLAY BEFORE YOU DIE | 85 





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e all know that it’s possible to 
extract amazing performance from 
a dated gaming platform - with 
clever programming and perhaps a 
little hardware help, minor miracles are possible. 
But sometimes you just have to accept that 
more power is the answer, as a new hardware 
platform can bring wholly new possibilities to a 
game or genre, whether that’s with new graphical 
techniques or through sheer computational power. 
When Contra Ill: The Alien Wars hit the SNES in 
1992, there was no doubt that this was one of 
those instances, as the game featured impressive 
setpieces and high-intensity action that just 
wouldn't have been possible on older machines. 
Contra was converted to a variety of platforms 
following its arcade debut and found success on 
the NES, but Nintendo's 8-bit platform wasn’t 
especially well suited to the game’s action. 
Konami's coders had to work to minimise sprite 
flickering in both Contra and Super C, and 
slowdown ultimately blighted Contra Force. But 
with the greater power of the SNES, Contra Ill was 
able to increase the carnage. Sprites stayed intact 
as bullets flew around the screen and enemies 
swarmed the stage, and the pace remained pretty 
consistent, save for during crazy special effects 
such as the transparent bomb blasts. Part of that 
is down to improved hardware, but it’s important 
to note the stellar work done by programmers 
Mitsuru Yaida and Hideyuki Suginami in making 
efficient use of the SNES CPU. Their skills enabled 
the sorts of arcing flames and crazy multi-sprite 
bosses that made Contra III look more like an 
arcade game than anything else. 
Importantly, none of the signature features 
of previous games were sacrificed in order > 





100 GAMES TO PLAY BEFORE YOU DIE | 87 


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You'll need some help to beat back the alien hoards, and these weapons 
and power-ups prove to be just what you need 


CRUSH GUN 

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SPREAD GUN 

The classic is back, and we'll always 
welcome it. Why limit yourself to a single 
line of destructive fire when you can spread 
the damage over a wider area? 








LASER GUN 

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work of tough bosses. 





HOMING GUN 

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FLAMETHROWER 

The flamethrower suffers from a limited 
range, but it destroys some enemy 
projectiles and whips around as you turn, 
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run around at leisure, unimpeded by enemy 
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of expiring, so pay attention! 


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these, but picking up more gives 
you extra opportunities to clear 


up a screen full'of enemies at 
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P to achieve this excellence. A full selection 
of weapons was available, with the time- 
tested laser and spread guns joined by new 
additions like the homing gun, and co-op play 
was supported throughout the game. But 
what's most impressive is that the technical 
leap forward is matched by the inventive 
level design. The first stage is familiar Contra 
territory, a side-scrolling run through a 
decaying city, complete with a tank to ride and 
perilous fire traps. But the second stage rams 
home how all of the technical improvements 
were in service of the game design, as the 
overhead stage is now a fully rotating Mode 7 
affair, enabling a nonlinear maze structure in 
which you have to seek out and destroy set 
targets before you can move on to the boss. 
During a co-op game, both players can even 
explore the overhead stage independently as 
the game employs a split-screen setup. 


s you go on, the game never lets 

up with the inventive scenarios — 

the third stage sees you fighting 

minibosses while hanging from rails 
and walls, and the fourth starts with a high- 
speed jet bike chase before you take to the air. 
The fifth stage returns to the overhead view 
and the final stage takes you inside the alien 
lair, with a boss rush to conclude the game. 
And Contra Iil's most impressive scenes were 
reserved for the boss fights, ranging from a 
huge skeletal robot crashing through the wall to 
a dangerous aerial battle where your character 
is hanging from moving missiles. We're still 
impressed by the second stage boss, a spider- 
like flying robot that manages to create the 
illusion of two rotating graphics layers using 
sprites with 32 predrawn rotations. 

All of this was conveyed with dramatic 

audiovisual impact, as the SNES really allowed 
the team to go to town on making Contra III 











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the most impressive game in the series. 
With 256 colours to play with at any 

time, lead designer and game director 
Nobuya Nakazato was able to convey a 
greater sense of detail in the sprites and 
backgrounds. Masayuki Saruta is credited 
with drawing the player characters, and 

as well as featuring more detail they 

have a range of additional animations, 
from climbing along walls and overhead 
bars to riding vehicles. Special effects 

are used liberally, too, with the SNES’s 
mosaic effect used to convey damage on 
bosses rather than the traditional method 
of flashing different colours or blinking 

the sprite. The music was composed by 
Miki Higashino, Masanori Adachi, Tappi 
lwase and Aki Hata, working to the brief of 
providing an impressive style reminiscent 
of Hollywood action movies. They 
succeeded spectacularly, with the orchestral 
parts particularly boosted by the SNES’s 
unrivalled ability to utilise sampled audio. 
Each stage has a unique musical signature — 
the booming bass of the first stage’s drums 
perfectly convey the gravity of the alien 
invasion, whereas the fourth stage has a 
much brighter, more energetic theme that 
fits the high speed and blue skies of that 
particular stage. 

The game arrived in Japan under the 
name Contra Spirits in February 1992, and 
hit shelves in North America as Contra Ill: 
The Alien Wars in early April. These 
versions feature only minor differences, 
such as the removal of 
infinite continues in > 





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Series regular Nobuya Nakazato talks to us about SN ea EE 


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Konami's new Contra Anniversary Collection “ee 





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Konami's third compilation celebrating its 
50th anniversary is dedicated to Contra. It 
has several classics, including the arcade 
games Contra and Super Contra, the NES 
game Super C, the SNES’s Contra Ill: The 
Alien Wars and the Mega Drive’s Contra: 
Hard Corps. “I have not been directly involved 
in the day-to-day development of the Contra 
Anniversary Collection, however the team 
has been kind enough to keep me regularly 
updated and | have given my insight when 
needed,” explains Contra III director Nobuya 
Nakazato. Konami has taken extra care 
with the Contra compilation to ensure that 
each player will be able to experience their 
favourites in the way they prefer. “Since 
both Contra and Probotector are included, 
Tao aT Marc Mette 


Shattered Soldier, Neo Contra and Contra 
Rebirth. Having had such a long relationship 
with the series, you’d expect that he was 
heavily involved in picking the compilation’s 
line-up, but that’s not the case. “As | was not 
leading the development of the compilation, 
| did not decide which games would be 
included. However, I’m very happy with the 
line-up the team decided on, as | feel that 
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line-up is probably a job Nakazato wouldn't 
have relished, due to his outlook on game © 
development. “When | develop games, | 
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with will be the best one yet,” he explains. 
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their favourite game and it varies from player 
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hard fans will be happy to know that for 
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support for the Probotector games!” 

After Contra Ill, Nakazato went on to direct 
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100 GAMES TO PLAY BEFORE YOU DIE | 


;_ Contra Ill also made appearances 
on portable platforms — but it didn’t 
Pale) MU (LU CVA eae ore 


| Given that Factor 5 was trying to squeeze an 
advanced SNES game into the most limited of 
consoles available, it shouldn’t be a surprise that 
Contra Ill (Contra Spirits in Japan and Probotector 2 
in Europe) isn’t a perfect port. The graphical excess 
ETM Tae Tle s-fo eee Mal Lela eee 
the jet bike stage have been removed, and there's 
no rotation in the overhead stages. 

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the team managed to pull off a credible imitation 
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However, there are some things which don’t work 
in its favour. It’s not a fast game in the way that 
|. Contra titles usually are, and enemies have been 

made more resilient to make up for their diminished 

| numbers. It’s a good attempt, but not perfect. 


Contra Advance: The Alien Wars EX, or Contra: 
|__ Hard Spirits in Japan, was released in 2002 and 
R ranks as one of the least faithful SNES conversions 
; Yam By SMa Lale [SM Cel Ml MD delLeicle 
;__ —for example, graphics were brightened to 
| Cena tate) OR elm Ue la ere ela (e a1] 
Likewise the smaller viewing area, which is due to 
| the console’s 240x160 resolution. 

However, this conversion hacks out some pretty 
substantial features. It’s no longer possible to 
| use bombs, nor can you switch between two held 
weapons. Hard mode is gone, and easy mode cuts 
off after the fourth stage. But the biggest change 
is that the two Mode 7 stages have been cut out of 
the game and replaced with a couple of stages from 
, Contra: Hard Corps. They're still good, but... why? 


| 100 GAMES TO PLAY BEFORE YOUDIE- ---- ss 











would have to wait a little longer, primarily 
due to German attitudes towards depictions 
of humans engaging in violence — in 
keeping with prior games in the series, the 
main characters were replaced with robots. 
PAL players were finally treated to Super 
Probotector: Alien Rebels in November 
1992. However, subsequent releases have 
seen the Probotector brand and edits 
dropped — the original Wii Virtual Console 
received Super Probotector, but European 
players received Contra Ill via the 3DS and 
Wii U Virtual Console services, as well as 
the SNES Mini. 


any magazines in the UK 
jumped straight on the 
Japanese version, and came 
away impressed. In Mean 
Machines, Richard Leadbetter stated that 


graphics trick in the book, and added plenty 
of new ones” in a 95% review. N-Force 
scored the game 92%, noting “it’s the sheer 
amount of stuff going on — attacks, bullets 
and power-ups zooming in from every 
direction — that makes the speed even more 
surprising”. In CVG's 91% review, Frank 
O'Connor praised the fact that the game’s 
use of Mode 7 “isn’t just a gimmick, it’s 
an intrinsic part of the gameplay.” Super 
Play Gold reviewed the European version 
and scored it 90%, concluding that Super 





level design 





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Konami had “incorporated every Super NES 


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Probotector “tops any obvious rivals” but 
criticised the length of the game, saying that it 
“seems to run out of steam rather too fast.” 
Unfortunately, the team behind this 
incredible game would not stick together for a 
sequel. Programmers Yaida and Suginami went 
off to work at Treasure, where they worked on 
Gunstar Heroes, and most of the other staff 
scattered off to other projects at Konami. By 
the time Contra: Hard Corps was developed 
for the Mega Drive, Nobuya Nakazato 
found himself directing a largely different 
development team, though it’s worth noting 
that it turned out to be excellent, too. Even if a 
sequel had appeared on the SNES, it’s hard to 
see how it could have improved things — and 
really, the fact that we want more just proves 
how good Contra II! was to begin with. So if it’s 
been a while since you've experienced it, grab 
a friend and revisit a game that delivers that 
action movie feel like nothing else of its era. ¥ 









a | 


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dangerous — it can spit up more enemies 
and fire a powerful laser. 


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front legs, you'll see that the boss has an 
obvious red weak spot. Use the platforms to 
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weak spot whenever reasonably possible. 


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stage, but the boss fight takes place entirely 
in the air. Thankfully, you only encounter its 
well-protected rear. 

The boss is protected by a shield, which has 
ERAN R Oleg el e-la 1 RT CR Co) Tae MT t Cela 
Destroy those, and then aim for the gigantic 
red target — but watch out, as it will start to 
target the missiles you're riding. 


Meee eee a eR dem edi) 
Sree eum Ue em eel eae 
‘body’ has a flashing red target where you 
would expect to see a head. 


First, you'll need to destroy the circular 
targets at the end of each of the robot's 
Teemu eee OTC lee Tal Tale) 
and attempting to land on you. Avoid it, and 
fire at the red target when it lands. 


& This looks like some sort of creepy, 
horrible hive, complete with what appears 
to be a clawed tentacle, but is in facta 
worm-like second creature. 


Aim for the eye in the centre, while avoiding 
the worm. Once you’ve hit it enough, the 
worm will chase you further and the ground 
TUG emt elOM Ott tem OMe lal Tele UT) 
Teel TL MULL (1m OL 


@ Two robots look suspiciously like they 
have wandered in from Snatcher, and 
they’re accompanied by a terrifyingly huge 
robot friend. 


The robots will attack both high and low, 
Yoel ale CoM Cal-Me-1areM Oe mene Lec meaT 
starts firing, then drop behind it and attack. 
Once the big guy shows up, watch out for 
the chasing lasers and aim for the head. 





This is it - the big bad alien, a living 
embodiment of extraterrestrial terror. It 
begins as a multi-mouthed monstrosity and 
even its brain can put up a fight. 


In the first phase, knock out its arms before 
firing at its head. During the brain phase, 
you choose its attack pattern - memorise 
what each does and aim for the brain. And 
Clee Ch ai am Mele) SCL Comet 
















rey 
IN THE 
HNOW 


» PUBLISHER: 
NINTENDO 





» DEVELOPER: 
NINTENDO EAD 
» RELEASED: 








» PLATFORM: 
SNES 





» GENRE: 
PLATFORMER 


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dO ew Oe 
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Wy, Sa 





THE MAKING OF: YOSHI'S ISLAND 












Tasked with delivering a successor to Super Mario World, Nintendo's 

developers decided to entrust the starring role to a new hero and 

knocked it out of the park. Takashi Tezuka and Shigefumi 
Hino look back on the development of Yoshi's Island 






be, | 










here’s an enormous burden of the developers explain. “Before Yoshi's Island, 
expectation that comes with we'd only created games with Mario as the lead 
following up a game like Super character. We felt that changing the lead character 
Mario World. Retro Gamer readers would give us a different perspective and different 
voted it the greatest game of all time, and many gameplay possibilities, and so we started thinking 
would argue that it was as close as you could up a game with Yoshi as the lead.” 
get to a perfect game, as it built admirably on That makes sense — but the Mushroom 
the already refined Mario platform formula Kingdom is home to many interesting characters, 
while adding the benefits of 16-bit technology. It many of whom have also starred in spin-offs. 
would be very hard to elaborate on the formula, What made Yoshi the character of choice over 
especially given that delays to the Ultra 64 project the likes of Wario, Luigi or Peach? This goes back 
meant that Nintendo was still tied to the 16-bit to the creation of the character for Super Mario 
SNES. With player expectations guaranteed to World, as we discover. “The idea for Yoshi came 
be through the roof, was there even any sense in about because Mr Miyamoto wanted to have 
trying to create a traditional Mario sequel? Mario ride a horse. We thought it would be better 
It turns out that Takashi Tezuka and Shigefumi to have a new character rather than a horse, so Mr 
Hino didn’t think so. They were two of the Hino and | went about creating one,” Tezuka tells 
directors of Yoshi's Island, alongside fellow us. “Yoshi turned into quite the cute character, and 
directors Toshihiko Nakago and Hideki Konno, with we were very interested in creating some kind of 
i Shigeru Miyamoto acting as producer. Working spin-off with him; that’s where it all began.” 
gp 7 together at Nintendo EAD, this team wanted to This wasn’t Yoshi's first starring role in a game, 
a ss take a different approach instead. “We felt we'd of course. Mario’s trusty steed had previously 
done everything we wanted to for side-scrolling appeared headlined three games, the puzzle 
with Super Mario World, and so wanted to try games Mario & Yoshi and Yoshi’s Cookie and the 


creating a platformer with a different angle to it,” Super Scope blaster Yoshi's Safari. But none 


» The flutter jump is a useful trick that can often save 
Yoshi when a regular jump might see him plummet. 


of these were platform games, and Yoshi's only 
appearance in a platform game so far had been 
as a sub-character. So while Yoshi had certain 
established abilities such as his ability to grab 
enemies with his tongue and eat them, the team 
had a great deal of freedom to decide on new 
abilities and a new style of play that would provide 
a clear break from traditional Mario games. 


hat said, it wasn’t easy for the team 
to come up with these new and 
interesting ideas - according to Hino, 
such things were quickly seized upon 
when they did arrive. “| remember Mr Tezuka 
coming in suddenly one morning and dropping 
an idea on us,” he says. “The development team 
were hungry for the seeds of an idea and so we 
ran with it; we discussed them over and over 
and polished them into something we could 
implement in game.” Abilities that Yoshi gained 
in Yoshi's Island include the ‘flutter jump’ - an 
extended jump where the dinosaur struggles 
against gravity in a cartoonish fashion — as well 
as the ‘ground pound’ jumping attack that could 
be used to smash stakes into the floor, something 
Mario would later adopt. Yoshi also gained 
a variety of possible vehicle transformations 


AY, BEFORE YOU DIE) 





including helicopters, cars and submarines, but 
these could only be used in certain places. 

However, the ability that most closely tied into 
Yoshi's existing skillset was his unique capability 
to create eggs. As in Super Mario World, Yoshi 
could use his tongue to eat enemies and then 
spit them back out at other enemies 
as an attack. However, by pushing 
the down button with an enemy 
in Yoshi’s mouth, the player 
could have Yoshi lay an egg. 
Instead of containing items 
or more Yoshis, as they 
did in the likes of Super 
Mario World, eggs could 
be thrown, rebounding off 
walls, breaking through 
barriers, collecting objects and 
smashing enemies. 

“We wanted to include 
egg-throwing as throwing actions 
weren't something that had appeared 
much in Mario games,” Tezuka tells us. 
“Having said that, though, giving users the ability 
to simultaneously control both Yoshi’s movement 
and the direction they throw eggs in proved 
challenging and gave us quite the headache!” 
However, it proved to be a crucial element of 


SUSUR Orica Cm aim la es} 
important to find a way to transform back —you 
ene (le EMAIL 





the game. “Having said that, though, fusing this 
egg-throwing mechanic into a platformer helped 
us invent ideas that hadn't been possible until that 
point,” Hino points out. “It was a real boon for 
ideas for the game!” 
While the egg-throwing mechanic would be 
easy to implement in modern games 
thanks to the prevalence of dual 
analogue sticks, achieving it in 
Yoshi's Island required some 
ingenuity. The development 
team managed to hit upon 
an elegant solution that 
managed to squeeze the 
whole process into two 
button presses. By hitting the 
A button, the player would 
reveal an aiming reticule that 
moved back and forth along an 
arc in front of Yoshi - while still 
allowing him to run and jump freely. 
Hitting the A button again would cause 
Yoshi to throw an egg in the direction he was 
currently aiming for. It was the trickiest of Yoshi's 
skills to get to grips with as a player, but it gave the 
game a unique feeling amongst platform games. 
One of the other things the new star allowed 
the Nintendo EAD team to do was make an 




















adjustment to the difficulty of the game. “Unlike 
the Mario series, we tried to give the gameplay a 
more gentle and relaxed pacing, as opposed to 
turning it into a platformer that requires players to 
master tricky techniques,” explains Tezuka. “So, 
for example, there’s no time limit on the stages, 
and it’s a little easier to control Yoshi’s jumps as he 
flutter jumps unlike Mario. As we were adding in 
these little adjustments, we came up with the idea 
of having some exploration elements as part of the 
gameplay and slowly the game took shape.” 


[= = ometimes the desire to provide 

exploration elements and a relaxed 

ral | game experience were conflicting 
ME sgoals, as was the case when deciding 

on a progression system. Super Mario Bros 3 

and Super Mario World had both used maps that 

allowed the player to select the next stage. Why 

did the team choose to return to linear progression 

for Yoshi's Island? “We looked at many different 

map styles for this game. Seeing as we had 

already used a board game-style map system in 

Super Mario World, we settled on a linear path 

as a way of returning to our beginnings,” Tezuka 

replies. “The map used in Super Mario World 

and other titles gives users the option to choose 

the level of difficulty when there’s abranchin =» 





THE MAKING OF: YOSHI'S ISLAND 







i os 
al a Ll 





SUPER MARIO 


WORLD cricturep) 
SYSTEM: SNES 
YEAR: 1990 

SUPER MARIO KART 
SYSTEM: SNES 
YEAR: 1992 

SUPER MARIO 64 
SYSTEM: Né4 
YEAR: 1996 


YOSHI*S CHDISTOR 






















es 


» Get hit and Baby Mario will float off in a bubble — recover him in 
the time limit or the Magikoopas will get him. 





eer cor igh gr ier oq 


ca i 





» the path,” adds Hino. “With Yoshi's Island, we 
designed the game so that players can play the 
courses over again with different objectives so 
they can get better. So, with that in mind, rather 
than users going through the game selecting what 
level of difficulty they want to play, as done with 
the board game-style maps, our intention was to 
make it possible for users to progress through the 
game by setting their own goals.” 

Ms well as the ability to set your own 
level of challenge, one of the key 
aspects of the game’s gentle pacing 
was the ability for the player to get hit 
without being in too much danger. In the Mario 
games, the player was only ever a couple of hits 
away from losing a life, with finite opportunities to 
grab power-ups in order to prevent that outcome. 
In Yoshi's Island, getting hit would cause Yoshi 
to lose his cargo, and the player had a short 
amount of time to recover it — but if they did so 
successfully that time limit would reset, meaning 
that it was possible to take an unlimited number 
of hits per stage. And in a surprising role reversal, 
that cargo was Baby Mario. 


“| don’t think we started out with the intention 
of having the roles reversed,” reveals Hino. 

“Once we decided to make Yoshi the lead, we 
thought he could have something ride on his 
back and so decided Yoshi's mission would be to 
carry something through the game. We wanted 
to add something extra to the traditional side- 
scrolling gameplay of having players just proceed 
to the right to reach a goal, and so having Yoshi 
need to carry something across the map was a 
good fit.” That makes sense given Yoshi's original 
role as a mount for a certain plucky plumber, but 
why did Mario need to be a baby? “We decided to 
have Yoshi carry Mario because that’s what he’s 
always done, but we made Mario into a baby as it 
wouldn't make sense for the game if Mario could 
walk around by himself,” Hino explains. “This 
setup was also a big help for writing the story for 
the game.” 

That story started with a stork attempting to 
deliver Baby Mario and Luigi to their parents, only 
to be attacked by Bowser’s henchman Kamek, a 
Magikoopa who could foresee the great problems 
that these brothers would cause for his boss. 
While he succeeded in kidnapping the Baby 


= 


ro 
ra 


ieee er ee ee eT 


f 


sak ithe a 


(er ) 


4 


Ay 
‘| 


Luigi, Baby Mario was lost in the confusion and 
fell to Yoshi's Island. With the instinctive bond 
that brothers have, Baby Mario could sense his 
brother's location, and the Yoshis decided to take 
him to rescue Baby Luigi and reunite them both 
with their parents. And for those of you unfamiliar 
with the game, that plural is no typo. “One of the 
ideas that came out while we were creating the 
story, and which I’m particularly taken with, is that 
there are many different Yoshis in the game,” says 
Tezuka. “Normally, the lead character is a singular 
character in the game world, so personally 
| thought the idea of having different Yoshis 
working together and taking turns to carry Baby 
Mario through the game was really interesting.” 
This storybook presentation plays well with 
the game’s aesthetic — it sports a hand-drawn, 
colouring book style with crayon backgrounds. 
While this wasn’t the plan from the start, the idea 
of being visually unique was one of the team’s 
aims. “We spent a lot of time trying to come up 
with a new and different look for the game. We 
tried out many ideas and the most interesting was 
one | drew as a last-ditch attempt: a cloud that 
had this very rough scribbled look to it,” explains 


HE MAKING OF: YOSHI'S ISLAND 


a 


Hino. “Everyone agreed it was 

perfect and so we decided 

to go ahead with giving the game a hand-drawn 
look. At the time, there were a lot of other beautiful 
graphics out there, and we wanted to differentiate 
our title from these. | also watched a lot of 
children’s TV shows as well for inspiration.” 

That wasn’t the only reason that the Nintendo 
EAD team ultimately chose to use a deliberately 
low-tech look. “At the time, our company was 
abuzz with talk of the graphics used in Rare’s 
Donkey Kong Country. There was definitely 
a feeling that those sorts of visuals might go 
on to become the mainstream. | wanted us to 
come at things from a different angle,” says 
Tezuka. “Although there were some people in the 
company who were expecting us to follow Donkey 
Kong Country, a decision was taken that we should 
put our weight behind a completely different sort 
of visual look,” adds Hino. “It was around about 
the time that we decided on that direction that Mr 
Hisashi Nogami joined the company as a designer. 
As we were competing together and having fun 
coming up with different designs, we slowly 
settled on the feel we wanted the visuals to > 


» Although Yoshi's Island has a gentler pace, there are still 
challenges like tricky moving platform paths, 














could draw 99 


Takashi Tezuka 


have.” In a 2018 interview with Kotaku, Nogami 
mentioned the game’s hand-drawn look was 
actually achieved quite literally — images were 
drawn by hand, scanned and recreated as pixel art 


f course, the ironic thing is that 
despite that rejection of Donkey Kong 
Country's look, Yoshi's Island was a 
game that did things that few other 
SNES games could. It’s something that isn’t lost 
on the developers. " Yoshi's Island has this very 
warm and friendly feel to it, but a lot of technical 
effort went into making the game,” they note. “It’s 
actually one of the later SNES games, so [it] makes 
use of all the developmental know-how we’d built 
up to that point, as well as what was considered 
the latest in technology with the Super FX 2 chip.” 
The use of the enhancement chip is a curious 
one, and we were interested to know where the 
decision to use it came about. “In principle, we 
look at what the software and hardware can do 
and look at what sorts of visuals or gameplay we 
can create with that technology. It was mentioned 
one day that the Super FX 2 technology was 
available, and a suggestion was made about using 
it,” explain the developers. “We were very excited 
and decided to make use of it for two reasons: the 
first was that as software developers we wanted 





aR Sie 


GGWe competed in the team 
to see what were the most 
amusing or fun things we 


See ee elle eRe Co MATTE 


ETN eee ena r LU 


to use all new technology we could, and the other 
point was that this technology offered further 
gameplay and visual possibilities (eg, object 
(sprite) rotation and a large increase in the number 
of screen colours possible).” 
What was so interesting about the use of the 
Super FX 2 chip? That would be the 
way it was deployed - the original 
chip, designed by the UK team 
at Argonaut, had been used to 
power the polygonal graphics 
of Starwing. All of the 
subsequent Super FX games, 
like Stunt Race FX and 
Vortex, had been 3D games 
too. Few gamers would have 
guessed that the first outing of 
the updated version would be 
in a 2D game, but it proved key 
to some of the most impressive 
visual effects in Yoshi's Island. 
Some of those were actually polygonal 
special effects, such as falling walls and rolling 
platforms. But the Super FX 2 was primarily 
used here for manipulating 2D sprites, a 
technique that Nintendo called ‘Morphmation’ 
in advertising. As well as adding extra layers 
of parallax scrolling, the chip allowed the 


00 


console to handle multiple rotating sprites on the 
screen, perform some psychedelic background 
warping and even squash and stretch sprites. 
These were most frequently used in the game’s 
boss battles, which routinely featured some 
absolutely colossal sprites. 
Koji Kondo was behind the game's 
sound and music, and delivered 
another set of memorable themes. 
Although still present, there was 
less focus on the bongos and 
other additional percussion 
that had marked Yoshi's 
* — presence in Super Mario 
World, and there were some 
pretty bold musical choices 
— most notably the music 
box tune that played during 
the game's intro sequence. Of 
course, the most memorable 
sound in the game was that of the 
crying Baby Mario, which triggered 
whenever he was separated from his dinosaur 
guardian — we'd avoid getting hit just to make 
sure that we didn’t hear it. The Japan-only 
official soundtrack CD is now a prized item 
in its own right, with used copies selling 
for extraordinary prices. 


DISTRACTIONS 


Yoshi's Island has six bonus games and four mini battles — here’s the complete guide to them 


: V FLIP CARDS 
@ Flipping cards on this board reveals 
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i NVIDS eR Canoe 


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LMUaexe leaker ee ata 

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ere R Uae Mela em (eLURCN-elt 
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i This is a simple game of pairs in 





? which you can win items. You'llneed 
? agood memory, since you're only 
: allowed to make one mistake. 


ry 





Aa 5 


i This one's dangerous — you can 

wager lives in order to add extra lives, 
or even multiply your life total. You can 
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 get—one for one, two for two and five 
: for three. 


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Yoshi's Island was released in August 1995 in 
Japan, and releases in North America and Europe 
followed in October 1995. The game received 
universal acclaim upon its release. Nintendo 
Magazine System gave it 97%, with Simon Clays 
commenting that it was “about the best game 
I've ever had the pleasure to play,” with his only 
complaint being that the graphics were “slightly 
immature”. Tony Mott awarded the game 94% 
for Super Play and praised it for its variety, noting 
that “You never know what's just around each 
corner, but you know that it’ll be something worth 
seeing.” However, he felt that the game’s linear 
progression was disappointing by comparison 
to Super Mario World’s wealth of secret exits 
and stages. Edge’s review scored the game 
9/10, crediting the Super FX2 chip with “some 
wonderfully inventive touches which make each 
new level a reward to the player.” 

The game was later converted to Game Boy 
Advance as Super Mario Advance 3: Yoshi's Island, 
and that version has since been made available 
for 3DS and Wii U. Of course, despite Yoshi's solo 
success Mario was soon back on top. Although 
the developers felt that they'd pushed Mario to his 
2D limit, new hardware meant that Nintendo had 
already figured out what to do with its headline 
star. Less than a year later, Mario returned in the 
groundbreaking Super Mario 64, which many of 
the Yoshi's Island staff also worked on. But as a 
swan song for an era in which 2D gaming was 
still the primary concern of the world’s most 
prominent game developers, you couldn't ask 
for much better than Yoshi's Island. The game 
established Yoshi as a platform star in his own 


v SLOT MACHINE Sy 
§ This fruit machine will give you extra 

lives if you can match the symbols on 

the reels, You don't even need to pay 

10p to play - bargain. 





THE MAKING OF: YOSHI’S ISLAND 


oe 
Te 


. 





»You're not going to get past the massive 
Nep-Enut by jumping, soit's best to feed him an egg. 





right and is still considered to be one of the 
greatest of all time, frequently showing up in lists 
of the best games ever, including Games™’s top 
100 in 2010 and our own readers’ top 150 in 2015. 


ith that in mind, we'll leave the last 

word to the developers — why do they 

think that the game is still so beloved 

by players? “| think maybe it has 
something to do with the appeal of the gameplay; 
Yoshi offers this unique ability to gobble up 
enemies, turn them into eggs, and then throw 
those eggs,” says Tezuka. “For the Yoshi series, 
we wanted to convey Yoshi's warmth of character. 
The adorable voice and our leaning towards 
hand-made visuals has all added up to create the 
character's uniqueness, and | think it's maybe 
these things that players are drawn to.” 

“It wasn’t easy creating Yoshi or Yoshi's Island,” 
says Hino. “We competed in the team to see what 
were the most amusing or fun things we could 
draw, and laughed together as we thought up 
strange enemies and level features, knowing we 
had a bit more freedom to do so because it wasn’t 
a Mario game. Even the programmers jumped 
on board and worked really hard to achieve our 
ideas. | think the fondness people have for the 
character and the game is because we managed 
to give form to all this passion we had. Along time | 
has passed since then, but even now designers 
continue to develop Yoshi with all kinds of | 
different interpretations, such as handicrafts, 
worlds made of yarn and so on. I'm really iF 


happy to see people still continuing to enjoy 1 





playing with Yoshi.” 


EXE E v POPPING 3 ad WATERMELON 
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| OCR er Lalani Cuiteec a ole : PBSC e nied Near are) 
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collect them. You can jump on your x lolol elon -1@ (018 mana 16) o} 
ersten aM Tiare Cia asa ale i bb nd SS ts 7 nb : inyour hands, you lose! 





100 GAMES TO PLAY BEFORE YOU DIE | 99 








GAME CHANGERS 


SUPER MARIO KART 


RELEASED: 1992 PUBLISHER: NINTENDO DEVELOPER: NINTENDO EAD SYSTEM: SNES 


The SNES’ most famous racer wasn’t meant to be a Mario game 
when it was first being developed, but when the programmers 
decided to shift their efforts to a Mario Kart game, they never knew 
they'd change gaming forever 


The Japanese PTT -1e 
Vela Kartfeatures - 
animations ac 
iets chugging nee 
Pra kl ihe ata ie 
PON CR the NAversto re; 
ofthe game 








uper Mario Kart is widely acknowledged as the game 

that started an entire genre — without it, we wouldn't 

have the mascot kart racing games we know and 

love today. As with the majority of other Nintendo games, 
Super Mario Kart was a trailblazer — a game that inspired many 
clones and imitators, but no one could live up to the incredible 
formula that Nintendo worked into the game, creating something 
that was incredibly accessible to players of all ages, but still incredibly 
deep, once you lifted the hood and understood how the game 
actually worked. 

Less than two years after Super Mario Kart's release, long-time 
Mario rival Sonic released his own kart game (Sonic Drift), followed 
by Ubisoft's Street Racer on the SNES in 1994. The impact of the 
game's release was tangible on the whole industry — it created 


100 | 100 GAMES TO PLAY BEFORE YOU DIE 





= 


the genre, that’s a given, but it also proved that games and their 
characters were never limited to just one game style. Super Mario 
Kart was the first time we saw Mario characters outside a platform 
game setting, and their collective transition to this new realm was 
groundbreaking at the time. 

But the game didn’t start development as a game that would 
star Mario — rather, it was originally planned as a multiplayer sequel 
to F-Zero. The karts were populated with a generic man in overalls 
as placeholder art. When the team at Nintendo EAD was designing 
the sprites, they collectively decided that a character in a kart should 
be three ‘heads’ high — that way, you identify each racer and their 
kart easily enough, without too much strain. It was only about three 
months into development that Nintendo decided to make the whole 
game a Mario-focused racer. 











Fy | r 


GAME CHANGERS: SUPER MARIO KART 


THE ANATOMY OF SUPER MARIO KART 


SUPER MARIO KART HAS GONE ON TO INSPIRE A SLEW OF OTHER GAMES, BUT WHAT CAME TO INSPIRE THE NINTENDO 
DEVS BEHIND THE KART RACER IN THE FIRST PLACE? 





























The general idea with the development of Super Mario Kart was 
to create a game that directly contrasted with the aforementioned 
SNES launch title F-Zero — a single-player only game with intricate 
tracks and elaborate mechanics. That way, the Nintendo console 
would have something for the lone-wolf racers out there, and 
something for the families and multiplayer-focused groups of 
gamers, too. 

It was the multiplayer functionality of the game that got most 
people's attention when the game launched - it was a true party 
game on the home consoles, and one of the first to really hit 


The game was as pick-up- 
and-play as you could get — it 
was easy to learn, difficult 

to master 


that friendly/competitive nail on the head. This gameplay was 
no accident: Nintendo and Miyamoto actively set out to make a 
game capable of displaying two players on the same game screen 
simultaneously — something evident in the way single-player games 
are still split across the screen horizontally. 

Because of the multiplayer focus, tracks and levels couldn't 
be as complex as the zones you'd find in F-Zero, but that actually 
ended up working in Mario Kart's favour: the simplicity of the tracks 
meant the game was as pick-up-and-play as you could get — easy 
to learn, difficult to master. But within that simple formula, there 
are smaller ways Nintendo plays with the layout: between small 
shortcuts, zany power-ups and track-based boosts, very few races 
played out the same. At first look, each track was just a circuit with 
a finish line, but the more you play, the more you understand how 
the visual language of the track is actually pointing you at a 
certain shortcut or hidden feature. This played into the 
longevity of the game, and is largely the reason you 
still see tournaments of players competing in the 
game’s time trial mode. 


re 
it 


FACTS 


: M@ Each character 
: ‘sprite’ is actually 
: rendered from 16 
A icucue- late | oe 
: impressively 

5 giving that 3D 

: illusion on a 2D 

; role TaT-y 





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nai 
att 
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: © Super Mario 
: Kartis the first 
: non-platform 
ee ROR Ea) 
CU Rola 





» The winner's podium is always hotly contested. 


: © Super Mario 

: Kart managed to 
saat cer 
Pee Oa aye) 
Pela ee 

a TES. =e) 

: third-best on the 


The game also made the most of Nintendo's internally-developed 
Mode 7 texture wrapping — a technical marvel that made Super 
Mario Kart one of the best-looking games on the SNES (by a long 
way). Mode 7 allowed developers to select planes that were being 
worked on and rotate them freely, basically making 3D 
sprites in 2D software (or, at least, giving that illusion). To 





Patol that end, Super Mario Kart introduced the DSP-1 Sa 
chip — that’s Digital Signal Processor — into 
the cartridge, which allowed easier and wz 
quicker 3D mathematics from the 
game's engine, courtesy of floating point 
calculations. The implementation of this cS 


chip paved the way for the rest of the SNES’ 
lifespan: it became the most popular chip in SNES 
cartridges from then on. 
Super Mario Kart has a place in many people's hearts 
because of the nostalgia that it evokes. It also pulls on something 
deeper — the idea that this game was mostly enjoyed by groups of 
people; friends and family. It's a game that — to some circles — is 
as important socially as it is culturally. 












100 GAMES TO PLAY BEFORE YOU DIE | 101 





INSPIRED BY 
MARIO KART 


Super Mario Kart was the first kart game to hit our consoles, 
but it wasn’t the last. The game's release heralded the start of 
a new genre, and other developers vied for their chances on 
kart-racing throne 








The final Crash game by Naughty Dog was designed with the same focus on All-Stars Racing doesn't reinvent the wheel, but everything it does, it does 
replayability and metagame as Crash 3: Warped. Developers slotted design pillars — well. Track design is multi-faceted and entertaining, complex but not confusing, 
into the kart-racing genre instead. It was a well-regarded Mario Kart clone and and represents the height of what a kart racer can do. A sequel, Sonic & All-Stars 
was recently remade along with its two sequels. Racing Transformed arrived in 2012 and added impressive evolving tracks. 


102 | 100 GAMES TO PLAY BEFORE YOU DIE 





LAP 1/3 
CURRENT OBJECTIVE @ 


Despite the lack of involvement from Trey Parker and Matt Stone (and their 
criticism of the South Park games that Acclaim published), we had a soft spot for 
South Park Rally. It was aclunky and floaty mess, but as a mascot kart racer, it 
was fun, fast, full of fan service and had a multiplayer that actually worked. 





LittleBigPlanet Karting felt more like a game from the parent series than a pure 
kart game, as the main reason for its release was to get players making their own 
tracks, based on a template laid out in it, and in ModNation Racers before. The 
game never felt like a true craft-em-up, nor a true kart racer. 





Despite the well-animated characters, vibrant colour palette and fast-action 
racing, Diddy Kong Racing's multiplayer modes and the replay value were poor. The 
game had an excellent Adventure mode and excelled when it came to the subtlety in 
the mechanics - more so than its Nintendo predecessor, Mario Kart 64. 





Pl ma y 


GAME CHANGERS: SUPER MARIO KART 


Chocobo Racing is the closest you're going to get to a Final Fantasy kart game, 
compiling characters, locations and items from Final Fantasy to Final Fantasy VIII. 
SquareSoft attempted to cash-in on the kart craze that permeated the industry: 
tracks were lazy, controls loose and unsatisfying, and it was very, very easy. 


ni 


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Ag aT EA AR ee Nic 


The bright, colourful and clean graphical presentation of the first Lego 
racing game was impressive, as were the world design and track design, but 
the rudimentary physics engine in the game was where it shone: the car would 
handle differently, making for a game that was ostensibly fun and experimental. 





Mi haiti Cais A 


SS 
— = 
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a 


Released on the Game Gear, Sonic Drift was a lazy and cynical cash-in on 
Mario Kart - a game that didn’t seem to understand what made Super Mario Kart 
so successful. Few options, four playable racers and bland track designs meant 
Sonic Driftnever really had a chance at competing with Super Mario Kart. 


100 GAMES TO PLAY BEFORE YOU DIE | 103 











of 





Gamer looks behind the scenes of 
reloaded cult SNES shooter Wild Guns 


hose of you of a certain age may recall 
the old animatronic Western-themed 
shooting galleries found at amusement 
parks in the Eighties and early nineties. 
Packed with intricately arranged Americana, primed to 
react in various amusing ways when you hit them with 
your imaginary Winchester ‘73, they were so densely 
packed with stuff to shoot at it boggled the mind. Wild 





Guns is a bit like that, except with cyborg gunslingers IN THE 
instead of Uncle Zeke in his rocking chair with a jug | N 0 U UJ 
of moonshine. Set in an alternative steampunk Wild 
West of neon hoardings and huge mecha bosses, it's » PUBLISHER: 
a lightgun game without lightguns, evoking arcade NATSUME/TITUS (EU) 
shooters like Cabal and its semi-sequel Blood Bros.. » DEVELOPER: 
Packed with impressive anime-style graphics and NATSUME 
imaginative character and boss design, the game » RELEASED: 1994 
bem peta SU sc ae esr introduced us to grizzled bounty hunter Clint and plucky » PLATFORM: SNES 
; saloon girl Annie, battling their way through hordes of » GENRE: ACTION 


metallic cowboys in an attempt to bring down the gang 
that killed Annie's parents. And for our money, it’s the 
finest game of its type on the Super Nintendo console, 
and quite possibly, any other platform too. 

Wild Guns was developed by Japanese software 
studio Natsume, probably best known in the West 
as the publisher of the Harvest Moon farming RPG 


104 | 100 GAMES TO PLAY BEFORE YOU DIE 





Pacer sens eae 


“We felt that the game wouldn't be flashy 
enough with only the Western setting” 


McRae Oye) bartenders. 


Toshiyasu Miyabe 


franchise. The bulk of the project was created by a 
small three-man team, game designer and graphic 
artist Shunichi Taniguchi, programmer Toshiyasu 
Miyabe, and musician and sound designer Hiroyuki 
lwatsuki. It was the result of a request from Natsume 
for an original game that could be completed quickly 
and cheaply. The development time for the game was 
a surprisingly short five months. 

“At the time, Taniguchi-san liked the arcade game 
Dynamite Duke and | was a big fan of the arcade game 
[and the similarly Western-themed] Blood Bros.,” 
remembers Miyabe. “So we thought about making a 
similar pseudo-3D shooting game. Since it's a shooting 
game that uses guns, the Wild West setting was only 
natural. However, we also felt that the game wouldn't 
be flashy enough with only the Western setting, 
so we added the sci-fi elements.” Adding futuristic 
elements, inspired in part by the manga Cobra, turned 
Wild Guns into something quite unique, giving it the 
feel of something akin to a cross between the old Wild 
Wild West TV show and the Saturday morning anime 
Battle Of The Planets. Throw in an epic Morricone-style 
soundtrack, including a riff cheekily lifted straight from 
The Good, The Bad and The Ugly, and it’s fair to say 
the team ended up with something rather special. 

Wild Guns appeared relatively late in the life of 
the SNES console, debuting in 1994 in Japan, North 
America a year later, and only making it to European 
stores in 1996. When work began, the trio had recently 
completed an update of Taito's The Nnja Warriors for 
the SNES, and were keen to continue on the platform, 
despite the onset of the new generation of gaming 
machines including the upcoming PlayStation. “We 


had experience working on the SNES and were all 
set with the development environment and tools,” 
explains Miyabe. “We really wanted to try and master 
development on the SNES rather than spreading out 
our resources learning a new system.” 


lot of the development time was 
devoted to fine-tuning the controls. The 
playable characters, Clint and Annie, were 
named after a suggestion from Natsume’s 
American office, no doubt inspired by legendary 
sharpshooter Annie Oakley and a certain low plains 
drifter. Originally each character's gunsight was locked 
horizontally, with the player only being able to move it 
up and down and by moving their onscreen avatar left 
or right. After this version proved understandably > 


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100 GAMES TO PLAY BEFORE YOU DIE | 105 













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106 | 100 GAMES TO PLAY BEFORE YOU DIE 


> difficult to play, the control system was switched 
to allow independent movement of the crosshair in 
relation to Clint or Annie. “Coming up with a good 
control method using the buttons of the SNES was 
tough,” admits Miyabe. But what resulted was a 
flexible system, using only three buttons, allowing Clint 
and Annie to jump and roll their way out of danger, 
shoot, lasso and freeze enemies (by double tapping 
the fire button), and trigger a screen-clearing dynamite 
blast when things got a bit hairy. The lasso dynamic 
turned out to be particularly useful in two-player 

co-op sessions, allowing one player to momentarily 
stun enemies and even bosses while the other 
concentrated on taking them down with munitions. 


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ecause the pseudo-3D depth of the 

screen sometimes made it difficult to 

determine the precise location of enemy 

bullets, the team also added a pop-up 
‘look out!’ speech bubble to help players better 
keep track of incoming fire from the bad guys. 
“We always kept in our mind about how to avoid 
unreasonable or unfair deaths, and the answer to this 
was to add a signal that lets the player know that a 
bullet was coming towards their character,” Miyabe 
explains. “We were able to achieve this game balance, 
however, at the same time it created some tricky bugs 
that gave us a hard time to fix.” 

One of the game’s many neat touches is the fact 
that nearly everything rendered in such beautiful pixel 
art can be destroyed, or at least visibly ridden with 
bullet holes. This includes most of the backgrounds, 
where bottles break, signs smash, barrels shatter, 
objects catch fire, and more. “The destroyable 
backgrounds were difficult, but what really gave us a 
hard time was the fact that we had to create [all] the 
‘destroyed’ graphics by hand,” Miyabe reflects. “But 
we wanted to give players an exciting and exhilarating 


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feeling when they played the game, as well as give 
them the catharsis of destroying various objects. 
Also, because the levels don't scroll in any way, we 
concentrated on how we could increase the gameplay 
using just one screen. And to increase the feeling of 
the Wild West setting, we added a heat haze effect. | 
came up with this idea after seeing RoboCop 3!" 

lt was important to the team that Wild Guns was 
an enjoyable co-op two player game, and indeed this 
is one of the title's most enjoyable features. There's 
nothing quite like taking down a hulking great robot or 
a massive flame-throwing tank in the middle of the 
Arizona desert with a buddy. “Our main goal was to 
surprise the player, and we emphasised the size of the 
bosses and their attack methods,” says Miyabe. Care 
was taken to ensure that each of the boss fights was 
challenging but fair, and that targets and weak points 
were easily visible, highlighted by flashing indicators 
when hit. Wild Guns even makes it easier to practice 
the stage and boss of your choice by allowing players 
to select the order in which they tackle the middle 
four areas of the game, which include a gold mine, an 
ammunition factory and a moving armoured train. 

Due to being released towards the end of the life of 
the SNES, Wild Guns didn't make a huge impact at the 
time, despite positive reviews praising its gameplay, 
visuals and sound. However, in retrospect, the game 
has taken on the mantle of bona fide cult classic, with 





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“We've seen it 
being sold for more 
than 100,000 Yen 
in Japan!” 


Toshiyasu Miyabe 


copies changing hands on Ebay for surprisingly large 
sums, something which hasn't escaped the notice of 
Miyabe.” Yes,” he laughs, “we've seen it being sold for 
more than 100,000 Yen [about £700] in Japan, and, of 
course, we each have a copy for ourselves!” 


ortunately, there are several other ways 

to get to play Wild Guns these days, and 

the game stands up surprisingly more 

than two decades on, retaining its fun 
playability, and feeling as timeless as Gene Wilder 
in Blazing Saddles and Jane Fonda in Cat Balou. 
The title was rereleased on the Virtual Console for 
Nintendo's Wii in 2010, the Wii U in 2014, and more 
recently a remastered version, Wild Guns Reloaded 
was launched on the PS4, with plans for a PC port via 
Steam to be released later this year. This new version 
features updated widescreen HD graphics coupled 
with classic gameplay and stages from the original, 
along with two all-new characters, simultaneous four 
player co-op, and two bonus levels inspired by ideas 
that never made it into the SNES version. 

“When we started development on Wild Guns 
Reloaded, we were anxious about whether a 
retro-looking game would fit in today’s market,” says 
Miyabe of the project that reunited the original trio to 
reprise Wild Guns for modern audiences. “However, 
looking back on what we have created, we felt that the 
same essence and core enjoyment was there even 
after 22 years.” As to why the game was released as a 
PS4 exclusive, Miyabe explains: “We had the console 
we wanted to release the game on in our mind when 


ARMOURED TRAIN 

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along the roof of rumbling carriages, blasting the enemy on 
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sandcrawler this boss is very Star Wars, except for being a train. 





THE MAKING OF: WILD GUNS 


we started, and because this game was made by just 
the three of us, we concentrated on one platform.” 

The new characters in Wild Guns Reloaded are 
distinctly different from Clint and Annie, who played 
all but the same bar for one of them wearing a 
dress. Bullet is a small sausage dog with a floating 
robot drone, while Doris is a lady who likes to rely on 
explosive grenades. “It was really difficult to finalise 
Doris and Bullet, but we always had in our mind to 
make these new characters have a different style of 
play from Clint and Annie,” says Miyabe. 

True to its roots on the SNES, the team was keen 
to ensure the retro influence extended to other areas 
of the remaster. “When we made the new music, 
we actually started by making songs using the SNES 
sound source,” he reveals, “and then arranged it like 
we did with the other music in the game.” 

We mention to Miyabe that despite its lack of 
popularity when it first arrived, it feels like his game 
is finally being recognised for its unique and enduring 
appeal amongst retro-minded fans. “Well, firstly, 
thanks for the compliment,” he replies. “As for us, 
we feel like there are hardcore fans of the game, but, 
frankly speaking, the three of us don't feel like it's that 
popular!” But then, you could say that about the film 
Once Upon A Time in the West. And that's terrific. ¥ 


















GANGBOSS KID 

The final boss is the head of the Kid family that killed Annie's 
parents, and he reminds us a bit of Dr Loveless in eR CRN (28 
PAU oat FNeearecel LVN OR ULn eS area minions and gun 
sentry towers then blast him. Revenge is yours. 


100 GAMES TO PLAY BEFORE YOU DIE | 107 








It’s been 25 years since British studio Rare rebooted one of 
Nintendo's first mascots, giving us the ideal excuse to uncover the 
history of this smashing SNES title 


CCT Me ome Nala) oe ele) | 











» PUBLISHER: NINTENDO 


» DEVELOPER: RARE 


» RELEASED: 1994 


» PLATFORM: SNES, GBC 


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el 


» Rare’s purpose-built HO was funded off the back of Donkey Kong Country's success. 


retty much every game development studio of note 
has a title in its back catalogue that can be seen as 
a pivotal point in its evolution and growth. Valve has 
Half Life, id Software has Doom, and Square has Final 
Fantasy, these games provided the momentum that has 
propelled such esteemed companies to global stardom, and without 
these significant successes, it’s highly plausible that such famous 
code houses might not even exist today. UK-based Rare is no 
exception to this rule. While the firm wasn't in any danger of falling 
into obscurity during the early Nineties, it’s hard to imagine that it 
would have become quite as big as it is today without the propulsion 
provided by the 1994 SNES smash-hit Donkey Kong Country. 

Today, Rare is a wholly owned subsidiary of Microsoft Game 
Studios and operates out of a purpose-built, high-tech HQ in the 
idyllic Leicestershire countryside, but prior to reviving 

the Donkey Kong brand, it was based in the rather 
less-modern surroundings of a Grade II listed 
farmhouse, just a few miles up the road from its 
current residence. Despite the lack of swanky 
offices, it was just as fascinating a place to work 
as legend might have you believe. “Rare was an 
p amazing place back then,” recalls Brendan Gunn, 
who was employed as a technical programmer 
on Donkey Kong Country and had previously 
worked on the NES classic Captain Skyhawk. “It 
was quite a small company with a real family feel. 
Games were created in a very organic way, not 
planned out in detail in advance. We were always 
free to just try out ideas. Whatever worked 
would stay, and if it didn’t feel good, we just 
ripped it back out again. In those days, it was not 
uncommon for entire games to be shelved if they 
didn’t show enough promise. | think this was key to 
keeping the quality high.” 
Following a string of commercial successes during 
the late Eighties and early Nineties, the Stampers faced an 







2? 


THE MAKING OF: DONKEY KONG COUNTRY 


uncertain future — as did the industry in general. The next 
generation of systems had started to arrive in the form 
of the 3D0, Amiga CD32 and Philips CD-i, but owners of 
existing 16-bit consoles seemed curiously reticent to upgrade, 
thanks largely to the unproven nature of CD-ROM systems and the 
high cost of new hardware. Sensing that the current generation still 
had some life in it but simultaneously mindful of an exciting new 

era just around the corner, the Stampers began to invest heavily in 
new graphics tech with the ultimate aim of creating one of the most 
advanced code houses in the British Isles. 

It was a risky strategy, which involved great expense and 
temporarily limited the development output of the studio, but it 
was one that ultimately paid off; encouraged by the work being 
undertaken in Twycross, publishing partner Nintendo decided it was 
time to invest in the firm and promptly purchased 49 per cent of the 
company. “Rare began experimenting with creating 3D-rendered 
characters with our expensive new Silicon Graphics computers,” 
Brendan explains, likening the situation to a perfect storm of 
events. “Visitors from Nintendo were suitably impressed by what 
we were working on, and Rare became a second-party developer. 
Rare had already impressed Nintendo with some excellent games, 
several of which Nintendo had actually published themselves. The 
obvious potential of pre-rendered 3D graphics would have sealed 
the deal, especially as the SNES was nearing the end of its life, and 
Nintendo was a little behind the competition in developing the next 
generation of 3D-capable consoles.” 

Nintendo's execs were so taken with what Rare had achieved 
with its shiny-new Silicon Graphics workstations that it effectively 
opened up its vault of properties and allowed the British company 
to take its pick — within reason, of course. “At this point, the door 


Whatever worked would 
stay, and if it didn’t feel good, 
we just ripped it back 
out again 9! 


Brendan Gunn 
was open for the Stampers to push for the use of some existing 
Nintendo IP,” Brendan says. “Obviously, they wouldn't give us a 
treasured character like Mario, but Donkey Kong had been largely 
abandoned for some time, and this was a chance to give him a new 
burst of life.” Indeed, save for a few cameo roles, the mighty Kong 
had been largely dormant for the best part of a decade; his last 
outing was 1983's Donkey Kong 3. Ironically, during 1994 another 
Kong game would hit the market in shape of the Game Boy title 
Donkey Kong ‘94 (see “1994's Other Kong”), but it was more of a 
retooling of the 1981 original than an entirely new adventure, and its 
release did little to detract from Rare’s grand vision. 

Brendan‘s role on Donkey Kong Country was a technical one, 
and he had to come up with the code that would make everything 
sing. His contribution was an incredibly important one, but even 
so, he was unprepared for the first time that he laid eyes on Rare’s 
fresh interpretation of gaming’s most famous ape. “! was really 
amazed the first time | saw a 3D-rendered Donkey Kong model 
on screen,” he recalls more than twenty years later. “It looked so 
different from traditional hand-drawn graphics, and far ahead of 
what consoles would be able to render in real-time for many years 
to come. It was very exciting and inspiring to work with these 
graphics. All my previous games had been solo projects in terms of 
programming, so Donkey Kong Country was different in that | could 
spend all of my time focused on the visuals, leaving the gameplay 
to Chris Sutherland. For me, that was a bigger difference than the 
pre-rendering. | was able to put a lot of time into really optimising 
the use of video RAM to get a lot of variation in the graphics. 


100.GAMES TO PLAY BEFORE YOU DIE | 109 






1994’S OTHER KONG 


With two Kongs around, 1994 marked the battle of the apes 


While Rare managed to kick-start Kong's career 
with Donkey Kong Country and turn the massive, 
bumbling primate into a household name 
lM CRU fells 
character starred in during the bumper year 

of 1994. June (September in Europe) saw the 
launch of an all-new Donkey Kong adventure on 
the monochrome Game Boy system that is often 
referred to as Donkey Kong ‘94. Based loosely on 
the original 1981 arcade machine that started it 
all, it begins with the coin-op's first four levels, 
Tae ede oe le al cle id 
that take the core gameplay seen in Kong's 
CCT eT Oma m ear RMU] eae 

of enhancements and improvements. Our hero 
Mario (who reverts back to his not-so-Super 
guise for this release) can swim, climb ropes 
and even catch incoming barrels, and there 

are boss fights to contend with as well, many 

of which are extremely fun. While the arcade 


e 


CERNE Ree Rag me Ce elec] 
outing is blessed with a battery back-up facility 
so that players can retain their progress. All 
things considered, Donkey Kong ‘94 really is a 
fantastic update to the coin-guzzling original and 
rightly received critical acclaim on its release; 
however, hitting the market in the same year as 
Rare’s legendary title perhaps dented its chances 
of long-lasting fame, and it has been rather 
overshadowed in the years that have followed. 
Thankfully, it hasn’t been totally forgotten and is 
currently available on the 3DS Virtual Console, 
where it is well-worth investigating. One final 
point of interest is that Kong is wearing a red tie 
in this title, an item of clothing that Rare would 
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on this infamous character since the launch of 
Donkey Kong Country. 


» The variety showcased in the game's many levels, like this snow storm, really put rival SNES titles to shame. 


110 | 100 GAMES TO PLAY BEFORE YOU DIE 


Aren’t youltror sight ~ 
for sore eyes?! 


» Rare created an entire Kong family for the game, including the memorable Cranky Kong. 


> We didn't want it to look like there was a lot of repeated images 
on screen. | also spent a lot of time adding lots of layers of parallax 
in the backgrounds, and adding the day-to-night transitions and 
weather effects.” 

Those familiar with the geography of the English Midlands will 
be aware that Rare’s HQ isn't the only thing that the small and 
rather sleepy village of Twycross is famous for — it also boasts an 
internationally renowned zoo, which houses the largest selection of 
monkeys and apes in the western hemisphere, making it the ideal 
research target for a game studio creating a title showcasing plenty 
of hairy primates. That's what you'd assume at least, but sadly the 
trip that occurred during the creation of Donkey Kong Country would 
prove to be a waste of effort. “| was not involved in the zoo visit, 
but | understand it was ultimately fruitless," Brendan smiles. “The 


64When it comes to working 
on familiar genres, we looked 
to Nintendo. Why not learn 
from the best? 99 


Brendan Gunn 


animators tried making Donkey Kong move like a real ape, but it just 
didn't look right in the game and he finished up moving more like a 
galloping horse.” 


onkey Kong Country was designed from the ground 
up to be a ground-breaking visual spectacle, but like 
so many titles of the period, it took inspiration from 
one of the oldest SNES games: Super Mario World. 
Kong is able to jump onto the heads of enemies — just 
like Mario — and collects bananas instead of coins; he also traverses 
a massive overworld map and is able to move freely between stages 
using connected pathways — something that was popularised by 
the Super Mario series and copied by Rare and countless other 
developers. To call this slavish cloning might be a little overzealous, 
but few would deny the fact that Rare’s prestigious Nineties output 
benefited greatly from ideas generated by the Japanese company 
with which it shared a very intimate relationship. “Rare has made 
a lot of original games,” starts Brendan, “But when it comes to 
working on familiar genres, we always looked to Nintendo for 
inspiration. Why not learn from the best? We always tried to put our 
own spin on things — not simply copying Nintendo's games — but 





THE MAKING OF: DONKEY KONG COUNTRY 





100. GAMES TO PLAY BEFORE YOU DIE | 111 


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112 | 100 GAMES TO PLAY BEFORE YOU DIE 


THE MAKING OF: DONKEY G COUNTRY 


>> A GAMING EVOLUTION ‘super Mario World > DK Country > Clockwork Knight 


Shigeru " Sega’s Saturn- 
Miyamoto’s re j based 2D 
seminal 16-bit platform epic 
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practically every 3 Country to the 


2D platformer. . next level. 


the graphics, and | continued to refine some of the techniques I'd 
used in the original. | was particularly pleased with the 3D effect 
inside the flooded ship — | can’t even remember whether that was 
Donkey Kong Country 2 or Donkey Kong Country 3. The dripping 
honey effect in Donkey Kong Country 2 was quite satisfying, too. 
Although the sequels were more polished in a number of ways, | 
don't look back on them with the same fondness as the original. | 
just don't really like retreading old ground.” 

Nevertheless, Brendan's involvement with the Donkey Kong 
Country series would have a dramatic impact on his life thanks 
to the bonus scheme that Rare operated during his tenure with 
the company, which ensured that staff benefited from their hard 
work should their games turn out to be big sellers. Is it fair to say 
that these releases changed his life? “ Donkey Kong Country and 
its sequels were pretty lucrative, but ‘life-changing’ is perhaps 
alittle strong,” he replies with a chuckle. “I'd definitely say ‘life- 
enhancing’! Brendan now works outside of the games industry 
with a design firm in Ashby-de-la-Zouch — a small town just minutes 
away from Rare’s Twycross HO and the place where Tim and Chris 
Stamper originally founded the company back in Eighties, under the 
moniker Ashby Computers & Graphics — and remains very proud 
of the things he achieved during his time with the studio. “It was 
great working with so many talented people over so many years, but 
for me Donkey Kong Country was the pinnacle. The best part was 
working with such an amazing team.” ¥% 


CONTINUATION OF KONG 


The line of Nintendo's infamous ape didn’t end with Rare 


When Microsoft purchased Rare it drew a 
TAMU ae Ca eT MeN a) 
the Donkey Kong character it had done so 
much to revitalise. However, it thankfully 
didn’t mean the end of the Donkey Kong 
Country series, as in 2010 Nintendo 
enlisted Texas-based Retro Studios to 
create Donkey Kong Country Returns for 
LUCA aCe Reg eel Ree lt 
EE RU Re] Oem anos 
Maarten Mela Ue Cia Mea cll 
achievement when you consider that Rare 
wasn't involved in its production. The game 
would be ported to the Nintendo 3DS in 
2012 by Monster Games, and Retro would 
return to the series in 2014 with Donkey 
Kong Country: Tropical Freeze on the Wii U 
(which was later re-released on Switch). 


» Donkey Kong Countrywas rebooted for the Wii in 2010 as Donkey Kong Country Returns. A Wii remaster in 2014 added Cranky Kong. 





100 GAMES TO PLAY BEFORE YOU DIE | 113 























| 
I 


hu 


7 
it 


years after its creation as a 
tabletop RPG, Beam Software 
created the first videogame 
incarnation of Shadowrun for 
the SNES back in 1993, a title 
that blended both the RPG 
and action genres — as well as 
ict] fiAVar-ale UAT eMYALA COT] mY ela em 


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was in limbo during some of its 


114 | 100 GAMES TO PLAY BEFORE YOU DIE 


RPG. Denis Murph 





he year 2013 saw the release 
of Shadowrun Returns, one of 
the many videogame success 
stories that have emerged from 
UMC m dla a elo 
though Hairbrained Schemes has brought 
its vision of Shadowrun to fruition 24 










Originally pitched by Gregg Barnett in 
conjunction with Jordan Weisman of FASA, 
and accepted by Data East, Shadowrun 


development due to his sudden departure 
from the project. With Gregg notably 





It pushed the SNES's capabilities to its limits and had a 
fanbase eagerly awaiting an adaptation of their beloved tabletop 
breaks down the story behind a 


absent, the game was heavily reworked 
during development, as one developer puts 
it, “to make it actually achievable.” After 
slightly deviating from Gregg’s original 
vision for it to have a “strong noir look”, 
one major change to the gameplay was the 
removal of the ability to use a motorcycle 
to traverse the city. Instead, a train 
system was implemented, thus 
cutting down on excessive sprites 
meek RUAN ee Cae 
during the game’s development. 
Despite seeing changes 
throughout development from 
Gregg’s originally accepted pitch, 
the main focus of Shadowrun remained; 
to deliver a game that both fans of the 
tabletop RPG and newcomers could 
enjoy. Game designer on the project 
after Gregg departed, Fi |: TEWEETS 
his appreciation of tabletop RPGs, “I’m a 









punk classic 






















se he 























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Se Nandy 1e US nee R USC 
gunned down. Your job is to find out why. 






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as to why you were put on a hit-list. — 
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long time RPG enthusiast. | knew of the 
Shadowrun game (though at that time, | 
wasn’t a player myself). | had my own RPG 
games published out in the marketplace 
(Albedo, Lace & Steel), so | wanted to 
do a good job for my fellow RPG fans.” 
Despite admittedly not being an active 
player of Shadowrun himself at the time, 
Paul instantly saw the possibilities that 

the universe offered and was determined 
to get its videogame translation correct. 

“It offered a chance to do adventures 

that operated on both the physical level, 
and also on the plane of cyberspace,” he 
explains. “Plus, most adventures up to that 
point had been about individual characters. 
Shadowrun was about assembling 

teams.” With the team assembled and a 
tabletop RPG fan as its lead, Shadowrun’'s 
development went into full swing. 

The game opens in Seattle, Washington 
in the year 2050, amid a sprawling 
cyberpunk backdrop. The story to 
Shadowrun was simple, yet effective. 

After being gunned down and left for 
dead, the player takes command of courier 
Jake Armitage and must find out who 

the mysterious ‘Drake’ is, the individual 
who ordered his execution. However, 

Aa Mee eR M VALU UR e Lge mac) 
original tabletop RPG envisioned could be 
physically realised within the confines of a 
simple SNES cartridge. 

Creating Shadowrun’s world was no 
easy task. The choice to present the game 
from an isometric perspective was, in part, 
picked to give the illusion of a fully 3D 
world, seeing as such an environment on 
the SNES wasn't feasible at that time. As 
system programmer 
it, “We wanted the game to be in 3D, not 
top-down as in other RPGs. A room-based 
isometric view was designed. The overall 
graphical design was highly tailored by the 
systems hardware, including the scrolling 
of two screens and also the number of 
levels of items that could be overlapped.” 
For a game with its feet placed firmly in the 
realm of a rule-based tabletop RPG, Beam 
Software looked to who 
served as map constructor on the project. 
“To be honest, there wasn’t really an 
approach or a plan,” he recalls. “Between 
us, Andrew Buttery and | were in charge 











of making all of the maps for the game. 
As is always the case, we were working 
on the maps at the same time the game 
engine and the map design tool were 
being created.” Also praising the freedom 
given to him during development, Justin 
says, “Most of the time, we were given a 
great deal of freedom to create the maps. 
MCR Wola <<te RVI am ual Mela] celal cna 181) 
for each of the areas, like the city streets, 
the docks or the ship. The most important 
thing was for us to try to find new and 
interesting ways to use the limited artwork 
we had.” 

Despite limitations, Justin found realising 
the world of Shadowrun on the SNES 
rather frustrating, lamenting, “We were 
always under the pump on Shadowrun, 
and lots of parts of the game were thrown 
together, cut out, or bodged together! We 
were always running out of memory, and 
we begged the publisher for a 12 megabit 






























Paul Kidd 








» PUBLISHER: DATA EAST 


BeBe sa 
SOFTWARE, LASER BEAM 


ai at) eed 
» PLATFORM: SNES 
BA) i OMe tied 


661 wanted to do a good job for 
my fellow RPG fans » » 


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Shadowrun, which echoes the opening 
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cartridge but they wouldn't commit to the 
extra memory. So, the artists would be 
constantly revising all of their artwork to 
reduce the character counts. That’s why the 
helicopter at the volcano is viewed front-on, 
so we could flip the left and right sides, 

and why all of the baddies have the same 
corpse...” Though Shadowrun did have a 
number of its character and enemy sprites 
downgraded which impacted the game’s 
intended visual flair, Justin is eager to call 
both the actual engine and the in-game 
tools “fantastic”. 


eing one of two programmers 
behind the project, and also 
responsible for architectural design 
and the PC tools which allowed for 
world building, Andrew explains how he 
and his fellow programmer worked their 
way around certain graphical limitations. 
“The SNES did not provide an arbitrary 
bitmap rendering system as is common 
today, but used a system of character 
generators and sprites,” he begins. “This 
meant the backgrounds had to be built on a 
rigid 64 by 32 grid of eight by eight cells. The 
hardware provided three layers with which 
characters (implemented using sprites) 
could move, but this wasn’t enough. We 
used a special hardware trick called ‘sprite 
masking’ which was actually a hardware 
bug that let us cut holes in sprites where the 
characters were, so we could make a sprite 
appear to go behind a pillar for example. 
This required a complex database, so the 
PC tool allowed designers to construct 
levels from modular parts from the artists 
and build 3D information (floor is flat, wall 
is upright etc). The levels would then be 
compiled into a single database so that all 
the graphic information could be shared 
in a virtual character set. The runtime 
building of the levels from this database was 
written by Darren Bremner, all in glorious 
assembler code.” Additionally, Andrew 
goes on to elaborate on how the game was 
put together. “All the game systems were 
written in assembler code, and most other 


100 GAMES TO PLAY BEFORE YOU DIE | 115 

























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SEMI MC et mre es Caan 
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games for the SNES 
were completely written 
es in assembler code. There was 
little use of languages such as C, due 
partly to the little runtime RAM available. 
There was only 128K of RAM into which [we 
could] decompress art and audio, as well 
as run the game and its logic. However, we 
didn’t want to have to write all the game 
logic in Assembler, it would be too error 
prone and tedious. As other languages 
were heavy on RAM usage we designed 
our own language, which we compiled to 
a virtual stack-based code that the runtime 
code would interpret and execute. The 
language was designed so the compiler 
could pre-compute the exact workspace size 
(or stack) a script would need down to the 
byte, so the runtime could allocate exactly 
the space required (a concept | learnt from 
work with transputers). This let us us run 
multiple scripts for all the characters in a 
scene in very little space, a few K. | wrote 
the compiler and Darren wrote the runtime.” 
NSilaremeldare mi aeic-l em ele 
Shadowrun beyond its obvious source 
material, all three developers come to the 
same conclusion — William Gibson’s classic 
1984 cyberpunk novel Neuromancer, the 
novel that defined the cyberpunk genre. 
Justin elaborates, while also mentioning 
another somewhat unlikely source of 
inspiration, “There’s a huge amount of 
Neuromancer in Shadowrun, as there 
was in all of the cyberpunk genre. The 
other influence that players have probably 
noticed was Minesweeper, the time-killing 
puzzler that shipped with Windows. 
When it came to the hacking mini-game, 
no one could think of how to do it until 
someone came up with the idea of using 
Minesweeper's mechanics for the hacking.” 
Beyond the cyberpunk city setting, the 
player also had the ability to enter the 
‘Matrix’, a virtual world within Shadowrun 


116 | 100 GAMES TO PLAY BEFORE YOU DIE 










accessible 
using a cyberdeck. 
Created primarily by 
Graeme Scott, it was presented 
to be visually different from the 

main game and featured a new style of 
gameplay to emphasise the gulf between 
the real world and this virtual cyberspace. 
Paul notes, “We had to keep it as simple 

as possible, given the time constraints 

and the memory constraints of the 
machine.” Yet despite talk of the system’s 
shortcomings to a certain degree, Andrew 
was quite confident that it could handle 
Shadowrun. He recalls, “The SNES was 

a great machine, especially after working 
on its predecessor the NES. Its very non- 
orthogonal hardware always made it a 
challenge on how to design a game around 
it. It was probably the most powerful 
graphic chip of its type, even compared 

to the AGB. It not only had a CPU whose 
speed was measured in the low MHz but 

a host of special DMA tricks (giving us 

the famous Mode 7) and excellent audio 
that, for the first time, allowed a musician 
to actually compose real music for a 
videogame. Overall, the SNES allowed us 
to deliver a console game which, for the 


aa Nata haa ee vm 
and that was game design * * 


Andrew Bailey 


















ap ee lols 
(PICTURED) 
SYSTEM: C64, 

ZX SPECTRUM 
YEAR: 1988 


THE WAY OF THE 


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SYSTEM: VARIOUS 
YEAR: 1985 

THE HOBBIT 
SYSTEM: VARIOUS 
YEAR: 1982 








TA TUCO URSA ARCELOR CTCL 


time, didn’t have to comprise on its quality 
due to hardware limitations.” 


owever, there is one side to this 
story that will never be told 
again, and that is the first-hand 
account of Arthur Kakouris, 
project manager and additional game 
designer on the project. Arthur Kakouris 
passed away in September 2012, and the 
man who was known as ‘Artie’ is sadly 
missed and not forgotten. Justin reflects: 
“Arthur was a great friend, especially 
during Shadowrun. He was the sort of 
producer and designer who put everything 
into the game, and made it a pleasure 
to work on. We'd go out at 11pm for 
Slurpees for the team, and head to Pizza 
Hut every Tuesday for all-you-can-eat 
pizza. Unfortunately, he was born with a 
heart defect and had open-heart surgery 
when he was around 20. Last year his 
heart finally gave out and he died.” Paul 
also chimes in with his thoughts on the 
passing of a friend, telling us, “Arthur was 
a deeply serious and dedicated guy. What 
| loved about him was that you could just 
discuss an idea with him and let him go — 
he’d work away at it and something good 
would result.” Andrew also shares his 
memories, and believes that Shadowrun 


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meant quite a lot to Arthur. “Naturally | was 
deeply shocked and upset with Arthur's 
passing last year, as Arthur joined myself 
and Trevor Nuridin as an owner of Tantalus 
Entertainment over one-and-a-half decades 
ago. This was compounded by the fact | 
was on the other side on the world and 
couldn't attend his funeral. On Shadowrun 
Arthur did what he loved best, and that 
was game design. | believe he would have 
remembered [it] as one of the best projects 
he worked on.” 

A year after Beam Software released 
Shadowrun, another Shadowrun title 
hit the shelves, this time developed by 
BlueSky Software for the Sega Mega Drive, 
which was then followed by a Japanese 
take on the franchise in 1996 by Compile. 
It seems Beam Software hit a timely nerve 
but, despite a fantastic critical response 
to its Shadowrun, a direct sequel never 
materialised. In fact, despite a post-credits 
message promising a sequel, the team 
were adamant that it was never seriously 
discussed. Andrew does interject with a 
revealing story though, “The Japanese 
version was interesting. This was because 
it came to be proposed after we had 
finished the English version, and we were 
presented by the Japanese publisher with 
a big printout where they had reverse 
engineered the VRAM (graphic memory) 
for all the different screens, working out 


aaa an an ee 2 








LOGGING TO CENTRAL ALPHA 








THE MAKING OF: SHADOWRUN 





RECRUITING 


yourself some friends... 
Through its adaptation into a 


age 
videogame, Beam Software fy - 
was keen on having the game 4 
stay true to its tabletop roots. In 
Shadowrun the player could hire 
other Shadowrunners as backup 
throughout the game. They could 
be found in the many dingy bars 
of Seattle, and if a Shadowrunner died, they re-spawned back at where 


you found them. This let players experiment with different combinations, 


without the penalty of losing a potential ally forever. This addition of 
building up a team paid homage to the group-style gameplay of the 
tabletop RPG. The number that could be hired, and the length of time 
that they could stay with you, was dictated by the player’s Charisma 
level; if your level was higher, you could save money on Shadowrunner 
hires. Additionally, there was one ally that would try and kill the player, 


resulting in quite an unexpected confrontation for unaware players. 


itt I 


where the Japanese font could be fitted in. 
While it was an impressive piece of work, 
we didn’t have the heart to tell them it 

was useless. This highlighted a difference 
between how we in the West (or South for 
Beam) worked differently to the East. While 
they allocated the space for the art by hand, 
we wrote systems to do this in code, so we 
simply added the Japanese font to a table 
and it was done.” 

As these three developers reminisce 
about their game, we had to ask, are there 
any secrets in Shadowrun that no one 
knows about? Surprisingly, two of them 
speak up. James lays out what hasn’t been 


Sees denweene 


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ACM UO LUS A OUTTA) 
generally dangerous place. 


| 
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aereuereyewerenielll 















SHADOWRUNNERS 


Finding hacking too difficult? You need to get 







LULL, 






THANK YOU FOR USING ALPHA. 


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Pyar NN Cee nt SRO LaCie 
URC ANCeld UE lug 
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discovered for 20 years, saying “There is 

a cheat in the game, but | can’t remember 
exactly how to do it. Basically, there is a 
flickering streetlight in the first street area 
after you wake up in the morgue. If you 
examine the Matchbox four times around 
the flickering light, you're teleported to 

a cheat room that contains a bunch of 
upgrades and gives access to all of the 
levels.” However, Andrew also jumps in 
with an alternate take on it all: “There is 
an Easter Egg in the game, a certain dance 
around a lamppost in the main square that 
was put in for QA. | wish | could remember 
the actual cheat, but it is now 20 years 
ago.” Conflicting accounts, certainly, but 
now a secret best explored by the retro 
gaming public... 

26 years on, Shadowrun remains one of 
the SNES's strongest and most memorable 
Western titles, and certainly its best RPG. 

It combined a wonderful narrative, a 
gorgeous cyberpunk-laden setting and tied 
diverse and interesting gameplay together 
in one neat little package. Looking back, 
how do these developers view their work? 

“| actually really like what we did,” Paul 
remarks. “As other people produced games 
in following years, | could see the influence 
of Shadowrun through many of them.” 
Justin also backs up Paul's feelings on the 
game, saying, “I’m still amazed we actually 
finished the game! We were a young 
team and were fortunate to be given the 
opportunity to work on a game that went 
on to become a minor classic!” Andrew 
on the other hand simply commends the 
efforts of all involved, intimating, “I regard 
Shadowrun as one of the best projects 
| have worked on. | think this is mainly 
because the entire team was really into the 
game and the concept and went that extra 
mile on each aspect of the game — design, 
art, scriptwriters and OA.” It would appear 
that Hairbrained Schemes’ new Shadowrun 
Cela ME SSN aN VR oR OnE 9 





100 GAMES TO PLAY BEFORE YOU DIE | 117 





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More classic RPGs that became fully-fledged videogames 





MECHWARRIOR 


DEVELOPER: DYNAMIX 


SYSTEM: MS-DOS, 
SHARP X68000 


earls) eS 


MEGATRAVELLER 1: 
THE ZHODANI 
CONSPIRACY 
DEVELOPER: PARAG 
SOFTWARE 


SPACE: 


DEVELOPER: PARAGON 


IFTWARE 


PUBLISHER: MICROPR' 


SOFTWARE INC 


a | 


REALMS OF ARKANIA: 


BLADE OF DESTINY 


DEVELOPER: ATTIC 


ENTERTAINMENT SOFTWARE 


PUBLISHER: US GOLD 


ae ee ee a 


af 
AR KoACN TA 










SHADOWRUN 
DEVELOPER: BLUESKY 
SOFTWARE 
PUBLISHER: SEGA 
SYSTEM: MEGA DRIVE 


YEAR: 1989 

MechWarrior, based upon the 

tabletop RPG of the same name, 
which is part of the BattleTech 
franchise, placed the player 
within the cockpit of a hulking 
mech, something that was quite 
interesting and new back in 1986. 
Despite the title, MechWarrior 
had much more to offer than 
standard mech-on-mech combat. 
Based around quite an impressive 
reputation system, the player 
could build relationships with the 
five Great Houses that could lead 
to opening up more missions to 
partake in. Spawning a whole 
slew of sequels and spin-offs, 
MechWarrior games have arguably 
become even more popular than 
their tabletop RPG source material. 


118 | 100 GAMES TO PLAY BEFORE YOU DIE 


SYSTEM: AMIGA, 
ATARI ST, MS-DOS 
YEAR: 1990 

Based on the tabletop RPG 

Traveller, this overlooked title 
gave the player a wonderful sense 
of freedom, despite receiving 
mixed reviews upon release. The 
player takes command of five 
adventurers as they try and save 
their civilisation, the Imperium, 
from the alien race known as the 
Zhodani. Containing eight solar 
systems and 28 planets to visit, 
Megatraveller’s world is vast and 
interesting. While combat is lacking 
at times and some elements of its 
source material are missing, it does 
not take away from how innovative 
and daring this was for its time. 


SYSTEM: AMIGA, 
ATARI, MS-DOS 
YEAR: 1990 

Here's one that has gone 

under the radar for many. In 
Space: 1889 you create five unique 
characters from scratch and set 
out on an epic adventure. Set in an 
alternate 19th Century Victorian Era 
that has already discovered space 
travel, the game takes the familiar 
and has alittle fun. This merging of 
history and sci-fiis rather interesting 
and plays out exceptionally well as 
you encounter historic characters 
such as Jules Verne, Jack the Ripper 
and Rasputin, but with a twist. 
With the addition of being able to 
purchase spaceships on top of the 
familiar RPG formula, Space: 1889 is 
an undiscovered gem. 


SYSTEM: AMIGA, MS-DOS 


YEAR: 1992 

Though this year sees a remake 

of it, the original Realms Of 
Arkania: Blade Of Destiny - which 
is the first title in the Northlands 
Trilogy - should not be overlooked. 
Based upon the tabletop RPG The 
Dark Eye, the game is steeped 
heavily in lore and, in turn, does a 
great job at world building. Taking 
command of six characters, the 
player navigates through beautifully 
constructed 3D environments and 
battles fierce enemies. Complete 
with rather in-depth character 
customisation and a superbly 
detailed isometric battle view, 
Realms Of Arkania: Blade Of 
Destiny is a terrific start to a highly 
enjoyable trilogy. 





YEAR: 1994 

One year after Beam Software 

released its superb SNES 
adaptation of Shadowrun, BlueSky 
Software released its own take on 
the franchise. While it comes from 
the very same source material, it is 
a rather different beast compared 
to its Super Nintendo counterpart. 
With a fully customisable player- 
character right from the start, 
acracking narrative, accessible 
combat and a wonderful portrayal 
of the ‘Matrix’ (which is arguably 
better than that of the SNES game), 
this is yet another excellent vision 
of the tabletop role-playing game. It 
takes a slightly different approach, 
but some might make a case for it 
being the superior adaptation of its 
source material. 













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DUNGEONS & 
DRAGONS: TOWER 
OF DOOM 


PUBLISHER: IN-HOUSE 


SYSTEM: ARCADE 


JON IN! 





JOIN IN! 


BALDUR'S GATE 


DEVELOPER: BIOWARE 


PUBLISHER: BLACK ISLE 


STUDIOS, INTERPLAY 





eee 8S 


PLANESCAPE: 
TORMENT 
DEVELOPER: BLACK 
ISLE STUDIOS 


PUBLISHER: INTERPLAY 


ENTERTAINMENT 


THE MAKING OF: SHADO 


NEVERWINTER 
NIGHTS 


DEVELOPER: BIOWARE 
PUBLISHER: INFOGRAME:! 


SYSTEM: WINDOWS, 
LINUX, MAC OS X 










VAMPIRE: THE 
MASQUERADE -— 
BLOODLINES 
DEVELOPER: TROIKA GAMES 
PUBLISHER: ACTIVISION 
SYSTEM: WINDOWS 





Leave it to Capcom to take the 

Dungeons & Dragons franchise 
and turn it into a side-scrolling 
fighter. But you know what? It 
works, and it works amazingly 
well. Despite its odd choice of genre 
and a focus on fast, intense action, 
Tower Of Doomretains some of the 
hallmarks of a classic Dungeons & 
Dragons experience. Playable with 
up to four characters which include 
the Fighter, Dwarf, Cleric and Elf, 
and containing a massive array of 
attacks, actions and spells, Tower 


Of Doomis a surprisingly fresh and 


enjoyable approach to the series. It 
spawned its own sequel, Shadow 
Over Mystara. It’s now available on 
Xbox 360, PS3 and PC. 


Baldur's Gate is often listed as 

one of the greatest true RPG 
experiences to date. Taking place 
within the Forgotten Realms, one of 
the many D&D universes, Baldur's 
Gate is an in-depth and story-driven 
game for players who seek true 
adventure. Boasting an excellent 
dialogue system and diverse 
party-based combat, Baldur's Gate 
is actually based on Advanced 
Dungeons & Dragons 2nd Edition 
rules, It's an utter treat for players 
and non-players of Dungeons & 
Dragons alike and spawned a direct 
sequel, a number of expansions 
and a spin-off. For many, it is the 
starting point for those wishing to 
enter the world of D&D. 


YEAR: 1999 
For many gamers, Jormentis 
the best Western RPG of all time, 
and it's easy to understand why once 
you become involved in its rich story. 
Helmed by Chris Avellone, the game 
placed the player in the role of The 
Nameless One, an immortal that has 
lived countless lives yet forgotten 
them all. Through exploring the city 
of Sigil, The Nameless One must 
reclaim memories of his past lives. 
With a focus on narrative instead 
of combat, Planescape: Torment 
is a tonic for the gamer weary of 
cheap thrills. Thought provoking 
and wonderfully realised, it's a must 
play, constantly maturing with each 
subsequent playthrough. 


Neverwinter Nights was named 

after the original game of the 
same name by Stormfront Studios 
in 1991, which was the first graphical 
massively multiplayer online 
role-playing game ever. Whereas 
Bioware based Baldur's Gate on 
Advanced Dungeons & Dragons 
2nd Edition rules, Neverwinter 
Nights used 3rd Edition rules. It also 
boasted slick graphics that brought 
the world of the Forgotten Realms 
to life like never before and intuitive 





combat that kept gameplay fun and 
smart. Neverwinter Nights is one of 
the best trips through the world of 
Dungeons & Dragons, with a range 
of excellent creation tools for making 
your own role-playing adventures. 


1 Set within the universe 

of World Of Darkness by 
White Wolf Publishing, Vampire: 
The Masquerade — Bloodlines 
begins with the death of the main 
character, only to be resurrected 
as a vampire. The player begins by 
choosing between multiple vampire 
clans, each with their own powers, 
personality and ability to steer the 
story in different ways. From there 
the player views Los Angeles from 
the eyes of vampire, completing 
missions across the city while along 
the way keeping up the Masquerade 
—a vampire law that prevents 





the human world from knowing 
about their very existence. A truly 
wonderful and atmospheric title. 


100 GAMES TO PLAY BEFORE YOU DIE | 119 


» SNES » 1990 » NINTENDO 

For many, the biggest draw of 

Nintendo's Pilotwings was its excellent 

use of Mode 7. Look past its stunning 

visuals however and you'll discover one of 

the most captivating games to appear on 
Nintendo's 16-bit console. 

Pilotwings was a flight simulator at heart, but it was a 
flight simulator that was more interested in ensuring player 
enjoyment, rather than rigorously focusing on the power 
of flight. Elements like altitude and speed would certainly 
factor in to stages, but it retained an arcade-like feel that 
made it far more accessible than any simulators found on 
the PC at the time. 

Pilotwings training required the player to master four 
distinct methods of flight: Light Plane, Skydiving, Rocket Belt 
and Hang Gliding. Initially you're tasked with nothing more 
than landing your plane and getting your skydiver safely to 
ground, but as the challenges progress you'll be expected 
to do ever more complex tricks and tasks in order to fully 


RETROREVIVAL 


appease your numerous flight instructors. 


120,|..100.GAMES TO.PLAY BEFORE. YOU DIE 






ALT 








Points were awarded for passing through rings, safe 
landings, and finishing a run on time, but it was also possible 
to earn additional bonuses by hitting specific markers. Land 
safely and you'd hopefully pool together enough points 
to reach the next flight school, but if you didn’t, perhaps 
smacking into the ground while skydiving (leaving a hilarious 
man-shaped hole) or becoming a smouldering heap on the 

way, your task would become that little bit harder. 

You'd stick with it though, because Pilotwings' controls 
felt so tight, so precise that the SNES pad felt like a plastic 
extension of your hands. Your intrepid pilot failed because you 
had failed them, and you'd be the first person to make it right 
by returning for one more run. 

Nintendo's 3D reimagining, Pilotwings Resort, certainly 
tried but fell well short of the original's sheer majesty. Flying 
around on your hang glider as the playfield lazily scales and 
rotates beneath you remains one of gaming's most relaxing 
moments and in some ways it has never been bettered. 29 
years after its original release, Nintendo's leftfield flight sim 
remains one of the console’s most remarkable games, and a 
title that every SNES owner should play. ¥ 


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expected you to 
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ee 


WINTENDOS 3D 
GAME-CHANGER 








SUPER MARIO 64: NINTENO’S 3D GAME-CHANGER 








A Hat In Time director Jonas Kaerlev on how Super Mario 64 
inspired and influenced his crowdfunded 3D platformer 


When did you first encounter Super Mario 64, 
EL ME mC aie ed 
| experienced Super Mario 64 for the first time in the 
late Nineties. It was the first game | played that was 
fully 3D, so it was really impressive at the time. 

| wasn't great at English back then, since I'm not 
anative English speaker, so a lot of the dialogue got 
lost on me, but that didn’t stop me from getting all 
PbS lama bard yeaa (emery ACON GRU 
gaps and imagine what the characters were saying. 
If | didn’t know what to do because the dialogue was 
the only guide, I'd just explore the level until | found 
out what was going on - this sparked my interest in 
games that provide an interesting world to explore. 


What were your favourite parts of Super Mario 64? 
There are so many good parts! | think everyone 
remembers the piano in Big Boo’s Haunt, the vertical 
climb up Whomp'’s Fortress, and plotting vengeance 
against the bird who took your hat in Shifting Sand 
Land, Peach's Castle is also one of the best parts of 
SW) o-1atNY 614 eM or te (ci) PCO aa youn o10 oMe=| (aged oA] 
full level in and of itself, 


Which 3D platform games do you think were 
MM tae de eS e 
Super Mario Sunshine is definitely one of the best, and 
it's a literal successor to Super Mario 64. It stays true 
to the formula that Mario 64 created, but adds more 
flavour to the world, making it all seem like a real, 
connected place. | like how the levels transform over 
time. It's so cool to watch Delfino Plaza get flooded 
with water when Corona Mountain erupts. 
Psychonauts by DoubleFine is also a really great 
spiritual successor! It's a bit more story-based, and 
the levels are amazing, especially Whispering Rock 
and The Milkman Conspiracy. Psychonauts even did 
Super Mario Galaxy gravity before that was a thing! 


Which elements of Super Mario 64 have you 
drawn inspiration from for A Hat In Time? 
Similar to Super Mario 64, every mission in A Hat In 
Time is centred on a Time Piece the player has to 
collect. A lot of the levels undergo massive changes 


: 


qv 


124 | 100 GAMES TO PLAY BEFORE YOU DIE 


for every new mission, to make the level feel fresh 
Cana Sa 

At first, you might be defeating the Mafia Of Cooks 
to collect your Time Piece, and next you're a detective 
in the mission ‘Murder On The Owl Express’. Every 
new mission has a story, and you'll get to understand 
more about the levels and characters on every visit. 


As a developer of 3D platform games, how do 
you seek to differentiate A Hat In Time from 
genre-defining games like Super Mario 64? 

A Hat In Time takes a different approach to both 
gameplay and story. For gameplay, the player's 
moveset is completely different, using a double-jump 
and an air boost to navigate both horizontal and 
vertical space. The player can also change and 
upgrade the moveset by collecting badges and 
putting them on their hat. This way, we reward 
players for exploring with features that enrich their 
(ola ele OLR AN BVA l= 0 aa e en a 
called a Chapter. Every Chapter focuses on a single 
location, be it Mafia Town, Subcon Forest, or the Owl 
Express train. Additionally, every Chapter introduces 
anew cast of characters, and these characters 
(oan oO Rom aa -18)(e-mOinl- 11 Cl aL OV eLU Rae) 
the Chapter finale, where things go off the rails! In 
Subcon Forest, you'll be signing your soul away in 
contracts to The Snatcher, and on the Owl Express, 
you'll have to choose whether the angry Conductor 
or the smooth DJ Grooves is your friend, or your foe. 

A Hat in Time also supports multiplayer, both local 
and online. We took inspiration from a Mario 64 hack, 
and saw a lot of potential to fully realise multiplayer 
for A Hat in Time. You can defeat bosses, collect Time 
Pieces and have a good time your friends. 

Lastly, A Hat in Time has modding support. 
Players can create their own worlds and missions. 
We've seen the amazing things people can make in 
Latlmre\ (el0 a oko lan eOR R= 1G OR an ol e-e-m art 
fully. The levels can be either simple to design or they 
can be giant worlds with multiple missions. All these 
LW goa M eM 01-1 C0) Cel Remi e geo] 
we hope everyone will be enjoying A Hat in Time 
when it comes to Windows and Mac in 2017. 











» Chris Sutherland was responsible for 
Banjo-Kazooie and is now working on 
Yooka-Laylee. 








SUPER MARIO 64: NINTENO’S 3D GAME-CHANGER 


¢ 











Chris Sutherland 


s were typically linear affairs 





» Unlike the 
with little freedom to explore. 


» Level design was 


manipulation of wat quired 


100 GAMES TO PLAY BEFORE YOU DIE | 125 





g Mayles 
aigner for 










» Jumping over waves ofice is just one ofthe challenges in Snow 


Man's Land 


MORE CHARACTERS > 


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EXTRA STARS 













A closer look at the portly plumber’s amazingly agile abilities 

















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and switches or smacking enemies 


SWEEP KICK @+ 8 


@ Useful for making Mario perform 

extremely brief breakdancing displays, 
but not alot more, sadly. Still, variety is 
instead of jumping on them. 
never a bad thing, so bust a move from 


time to time! 






CROUCH @ 
m@ Where once you would just press down 
on the D-pad to make Mario crouch, 

here a bespoke button is needed. Rarely 
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 ] 






il 


short of a ledge and you'll grab the edge 
and can pull yourself up, sacrificing speed 


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incorporated into advanced techniques. 





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experts swear by it for grabbing objects 
without losing too much momentum. 





SUPER MARIO 64: NINTENO’S 3D GAME-CHANGER 













» Chris Seavor 
was the brains 
behind Conker’s 
Bad Fur Day. 


Chris Sutherland ee a r - " 


" at 
a an ~ 


ikely to provide 
» The camera would intelliqes y 


ntly move to positions, I 


a helpful perspective. 





m » If the camera ever proved unhelpful, you could even utilise a 
_ *,. Mario’s-perspective camera view. 


128 | 100 GAMES TO PLAY BEFORE YOU DIE 








SUPER MARIO 64: NINTENO’S 3D GAME-CHANGER 


Pushing Mario 64 in ways you wouldn't believe 


OT eeu em lel 
St eee eee 
pushed to the limits over the 20 years since 
its release. Countless bugs, glitches and quirks 
have been discovered in that time, some of which 
help towards the goal of getting completion 
times down, while others actively go against 

that concept. On the former front, various skips 
have been found that avoid triggering instances 
of text or brief cutscenes, each shaving valuable 
seconds off times. Far more noticeable, though, 
are the effects of the more significant glitches, 
most of which involve performing a backwards 
long jump (or BLJ for short) or some variant 
thereon. These can be used to skip the Star Doors 
that would otherwise gate access to the Bowser 
encounters, as well as the ‘infinite staircase’ that 
leads to the final level and showdown, making 

it possible to clear the game with far fewer than 
Tat 0 boi C=e-MO LOT] ae =1e (0) [ete em aM nal al aal ea) 
was thought to be one (Board Bowser’'s Sub in 
Dire, Dire Docks) for a good while until an even 
more complex version of the BLJ trick was found 
that let that stage be skipped as well, opening 

the door to 0-Star runs (and ironically doing so 
without opening the door). These tricks allow 

for the credits to be reached in just alittle over 
five minutes, while various categories exist for 
players who would still chase world record pace 
without having to use said tricks to do so. 

At the other end of the spectrum lies the work 
of YouTuber pannenkoek2012, whose channel is 
filled with literally hundreds of videos in which he 
does everything from collecting every possible coin 
in each level to showcasing various glitches and 
oddities in the game that you won't see in a more 
Ireiilaare Rs ol=\-10 UM ae em NAN O18 CoCr] ela 
Colors an Mele Macreclal \VAale) WALA al oa (olU ae] 
fame for a series of videos in which he attempts to 
collect many of the game's Stars in as few presses 
of the A button as is possible, These challenge 
runs, while interesting, only really started to garner 
attention in the last year or so, with commentated 


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ross a bunch of Categories. 


versions of several videos going so 

deep into the science of how each run works as 
to turn glitch mastery into an art form. In these 
videos (which are incredible, it must be said), 
you'll see how every stage exists on a near-infinite 
grid of so-called ‘parallel universes, which have 
collision but no geometry; you'll hear terms like 
‘QPU Alignment, ‘Syncing Speed’, ‘Half A-Press’ 
and ‘Held Object's Last Position’ used in explaining 
feats of extreme mechanical manipulation; you'll 
discover just how long Mario needs to run on the 
spot in certain locations to build up enough speed 
to perform some of these crazy glitches (spoilers: 
it's 12 hours). 

Many of us reflect on Super Mario 64 as an 
incredible highlight of our gaming lives — an 
amazing introduction to 3D gaming that set the 
stage for much of what came after. But for others, 
it's an obsession. And whether that means treating 
face Me ce-Me lalla Ma bse(-]0liaecve(ipreM=.(el-] aa o1n 
the fact that players are still discovering new things 
about this game two decades after release is 
nothing short of incredible. 


Ta aml 

ee is eae Rg ae a 
game — 70-Star and 120-Star runs are pure skill 
exhibitions, while lower categories combine this 
with glitch exhibitions. 


tasvideos.org/SM64TASHistory - Tool-assisted 

videos that show optimal routing and the evolution 
of glitch-led runs, from the first 16-Star run back in 
2005 to the effectively perfect run recorded in 2012. 


youtube.com/pannenkoek2012 - pannenkoek's 
YouTube channel, which goes into insane depth on 
FU a alms ea U1e Meer AMan\eare]ple=Ker-]p) 01-1 
twisted and broken. 


100 GAMES TO PLAY BEFORE YOU DIE | 129 






. 


many of those initial technical challenges were less 
of a problem. Still, it was a game which tried to top 
Super Mario 64 in certain areas, and Chris Seavor pulls 
no punches in pointing them out. “The visuals... let's 
be honest, Mario 64 had some ugly-looking assets in 
there," he notes, and it's fair to say that Conker came 
out ahead in this regard thanks to Rare’s knowledge of 
the N64's hardware, and particularly its texturing quirks 
The structure of the game was tweaked too. “We 
also added more of a narrative to the world, driving the 
player forward not so much to get the next Star, but to 
see where the stories and characters lead you.” 

Still, Gregg is under no illusions as to how difficult 
it was to compete with such a groundbreaking game 
“Mario 64 got so many things right that it was hard for 
following games to make significant improvements,” 
he opines. “Other games had more impressive visuals, 
used the performance of the hardware better and 
created worlds that had more depth, but few got close 
to matching things like Mario's control.” 


ver at Interactive Studios, the Glover 
team witnessed the same thing. 
“Mani set a high bar of quality to meet,” 
says Andrew. “We were prototyping 





Glover, first on PC and then on an N64 dev kit, and we 
were getting great results that we were very happy 






















» Andrew Oliver 
is well aware 
Cee sreT nye 2) 
Ena ee 
the N64, having 
Enel 









Mario 64 got so many things right that 
WECM lee Mem elle mere OM LC 
significant improvements 


Gregg Mayles 


with. But suddenly, we were playing a huge game that 
had solved a few problems more elegantly that we 
had. For example, it had smoothed-skinned characters, 
unlike the hinged, segmented 3D characters that 
PlayStation and Glover had! We decided we had to 
ensure our characters looked just as smooth and 

had to work out how to make an animated skinned 
character renderer.” That wasn’t the only innovation 
that Andrew and the Glover team had to compete 
with. “We just spent ages trying to work out what the 
logic was for the camera so we could get somewhere 
close,” he remarks. “Technically we figured out most 
things, as Glover demonstrates, but Mario was still 
obviously a better game.” 

With the developers telling us how far they went to 
match Nintendo's effort, it's clear that Super Mario 64 
had a huge impact on videogames, so we asked them 
to quantify it. For John, it was a game that accelerated 
the pace of progress in game development. “Nintendo 
solved the problems of third-person control in 3D video 
games and presented the industry with a ‘how to do 
it’ in the form of Mario 64," he says. “| think the 
industry would have figured it out eventually 
without Nintendo's help but Mario 64 saved us 
probably five years worth of failed experiments 
and clunky controls.” 

For Andrew, it was nothing less than 
proof that polygon technology was 


that 3D was the future, and not just of driving games, 
but all games! It looked so good, and gave some 
personality to the characters,” he says. “The worlds 
were big and interesting and it immersed players 

in a deep and beautiful fantasy world, Over on the 
PlayStation, it still felt that 3D was struggling and whilst 
technically impressive, the gameplay or graphics were 
generally suffering for the 3D experience. Mario 64 
showed the way forward for the whole industry!” 

“It was the first of its kind and a genuine ‘Wow 
Moment’ in gaming that excited even the most jaded 
of people. It was a combination of revolution combined 
with one of the most prominent and successful series 
of games,” says Gregg, summarising the legacy of the 
game. However, he also adds a important point: “It's 
also stood the test of time. Play Maro 64 today and it’s 
still got the ability to transform you into a playful child 
where just doing things without thought is great fun.” 

That's the key thing to remember about Mario 64. It 
was undoubtedly a groundbreaking and technologically- 
impressive game, as the developers we've spoken 
to have testified. Time marches on though, and other 
games have entered the conversation as points of 
reference for 3D game design. If Super Mario 64 had 
just been a technical achievement, we'd remember 
it as an important release. But Super Mario 64 was 
always a supremely enjoyable game first and foremost 
—and the decades that have passed since it released 






» Challenges for Stars were rather unusual 


compared to previous Mario — this 
Wants to race you. See Kotr 


actually viable. “It made everyone realise — haven't dulled that in the slightest. 


130 | 100 GAMES TO PLAY BEFORE YOU DIE 





~ Ser MARIO 64: NINTENO’S 3D GAME-CHANGER 


06 














» Using the analogue stick gently, Mario can tiptoe past this 


sleeping enemy without waking it 


am 








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» Most of the extended cast was absent for Su} 
Aarne. 
doesn’t appear, and Yoshi only has a cameo 





| 131 








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See much as Mario Kart, | ae 
aa + eae ce era an Re ne a 2 oo 


Kea] vi asks Lee Schuneman, Kev ea 
John ie: and Richard Gale about their 
venture-racer hybrid 





LEP ome alae) eel) | 











iddy Kong Racing 

wasn't always called 

Diddy Kong Racing. |n 

fact, Lee Schuneman, the 

game’s producer, wasn't 

even making a racer until 
amember of the development team 
stuck a mammoth on a moped. “We 
didn’t have much playable,” Lee begins, 
“but Lee Musgrave had come up with a 
woolly mammoth riding on a moped for 
some random reason and Chris Stamper 
decided we should stop doing [an] RTS 
and make a racer instead.” 

After switching genres, Lee's project 
was initially named Wild Cartoon 
Kingdom and then Adventure Racers 
around which time artist Kev Bayliss, 
coders John Pegg and Richard Gale, 
and others joined his team. “They 
were just different titles as the game 
evolved,” explains Lee, “many aspects 
like being able to roam the central world 
were all there from the start of the 
concept, and what really evolved as we 
progressed were the racing mechanics 
— like drifting — and challenges.” Kev's 
initial role on Adventure Racers was as 
character artist. “| was involved in the 
game at an early stage, when the team 
was relatively small, to help with the 
direction of the characters,” 
he says. John remembers 
a badger protagonist and 
expensive hardware, “| recall 
Adventure Racers featuring 
Bumper on the title screen. 

All of our development was 

done using Silicon Graphics 
workstations — very much 

state of the art at the time — [with] 
internal expansion boards containing 
N64 development hardware.” Richard 
dates his involvement as post-Wild 
Cartoon Kingdom, "| did work on 
Adventure Racers — development was all 
command-line based and custom tools.” 

Lee's expanded team soon gained 
approval for their project to go into 
development, renamed Pro-Am 64 after 
Rare's NES classic. “Chris Stamper — 
who was software engineering on the 
RTS —- made the decision, and that was 
it! We started it in probably August/ 
September 1996. A decision was 


» Bumper eyeballs Diddy Kong on the Jungle Falls track 
while challenging Banjo for fifth place. 





made that this game was going to be 
Rare published rather than Nintendo 
published hence using a Rare IP for the 
name. RC Pro-Am had been successful 
—having a name that people recognise 
always helps.” Kev adds, “Adventure 
Racers was always going to be a fun, 
cute racing game, and so taking the ‘toy’ 
element from RC Pro-Am - they were 


6GWe wanted to push the 
adventure element of 


the concept JJ 


Kev Bayliss 


radio controlled cars — and building upon t 
hat seemed to make sense.” 

But rather than cars, Pro-Am 64's 
team favoured karts, planes and 
hovercrafts, although not before Kev 
considered trikes. “VVe wanted to 
create a feeling that you were controlling 
toddlers on trikes. But they just didn’t feel 
right to race in the game, and they didn’t 
look right either,” he says. 

Given his project was greenlit shortly 
before Mario Kart 64's release, it would 
be reasonable for Lee to take inspiration 
from Nintendo's racer, but the producer's 
influences lay elsewhere. “We hadn't 


TIME 
4X4 95.05:98 


cs 


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2/2 


» Targeting Banjo on one of Crescent Island's sharp bends 
proves too much for Diddy. 





seen Mario Kart 64, my inspirations were 
Mario Kart on the SNES and Mario 64," 
he highlights. Kev expands on Mario 64's 
influence, “we wanted to push the 
adventure element of the concept. We 
wanted to see if we could move the 
genre into another direction.” 

Kev also recollects other Rare projects 
that proved influential in shaping 
Pro-Am 64's character line- 
up: “As we were developing 
other titles at the same 
time that were about to 
launch with their own main 
characters, such as Conker 
and Banjo, we thought it 
would be a great idea to 
bundle them into the game.” 

Amore unlikely inspiration explains 
Pro-Am 64 being structured around 
acentral area connected to themed 
worlds. “It was inspired by theme park 
design, I've always loved the work of the 
Disney Imagineers,” enthuses Lee. 

Asked about the themes chosen 
for Pro-Am 64's worlds, Lee says their 
platforming elements gave him license to 
follow design conventions. “It all comes 
back to the core concept of this being a 
platformer world, but with racing, so of 
course there needed to be fire world, 
desert world [and] snow world —all the 


usual suspects!” Kev revealssome > 





» Competitors must hatch three eggs in a nest to win the 
Fire Mountain battle stage. 


THE MAKING OF: DIDDY KONG RACING 

























IN THE 
HNOUW 


» PUBLISHER: NINTENDO 
» DEVELOPER: RARE LTD 

» RELEASED: 1997 

» PLATFORM: N64 

» GENRE: ADVENTURE-RACER 





DIDDY KONG 
RACING 101 


@ Primarily aracer in 
gameplay terms, Diddy 
Kong Racing is defined 

as much by the cutscene 
storyline and collection- 
based challenges of its 
Adventure Mode. Success 
in these challenges - and 
winning races - unlocks a 
plethora of extra content 
such as additional courses, 
boss races, battle stages 
and a bonus world. 


100 GAMES TO PLAY BEFORE YOU DIE | 133 





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DEVELOPER 
HIGHLIGHTS 
GOLDENEYE 007 


(PICTURED) 

SYSTEM: N64 

YEAR: 1997 
BANJO-KAZOOIE 
SYSTEM: N64 
YEAR: 1998 
CONKER’S BAD 
FUR DAY 
SYSTEM: N64 
YEAR: 2001 










ee, 


= SC 


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» Boss Bluey the Walrus invites 
the player to race in an Adventure 
Mode cutscene. 


134 | 100 GAMES TO PLAY BEFORE YOU DIE 





P plans for the game's desert world. 
“The dinosaur areas were going to 
have more in the way of racing beneath 
stampeding Brontosauruses and across 
the backs of huge dinosaurs,” he 
highlights. ‘| don’t think we went that far 
due to the capabilities of the system.” 
As well as world design, Pro-Am 64's 
racing aspect required track design, a 
multi-staged process initiated by Lee. 
“All the designs were done on paper. 
| would sketch them out and then 
one of the artists would build them in 
polygons,” he remembers. “We'd get 
them into the game engine fast and start 
driving around. We would go back and 
fore, a little fine-tuning, and then | would 
have a tool that enabled me to edit props. 
The key to each track was that we played 
every one until [it was] perfect.” Kev 
explains how the tracks were designed 
to encourage adventuring: “We were 


A’ 
i 
A 
a 





6 6The key to each track was 
that we played every one until it 
was perfect 99 


Lee Schuneman 


very particular about making the tracks 
nice to look at and almost try to lure the 
player off the main circuit to explore 
each environment by trying to ensure 
that every [aspect] of the tracks looked 
interesting and involving.” 


s Pro-Am 64's worlds and 

tracks evolved so did the 

Al governing of its cast of 

competitors, which Lee 
likens to tabletop racing. “There were 
four ‘lanes’ — kind of like Scalectrix — and 
each lane was a different path around 
the track, some fast and others slow,” 
he explains. “As you drove around you 
were ‘rubber banded’ to the other Al so 
they always felt close. However, for the 
highly-skilled we broke the rubber band 
so the others couldn't catch you up.” 
John notes how each Al racer was made 
to feel distinct: “Each character had their 
own performance attributes that could 
be easily tweaked — for example, top 
speed, acceleration and rate of turn.” 

The addition of visually stunning 

power-ups and weapons helped 
Pro-Am 64 realise its platforming 
aspirations — often in hilarious style. 
“There were certainly some clichéd 
Wacky Races-style weapons!” 
grins Kev. John elaborates, “the 
lead programmer, Rob Harrison, 
implemented the weapons and power- 
ups. Paul Mountain wrote the software 
for some of the associated graphical 


effects — like the shields and boost 
cones, [these] were 3D models with 
code to control their animation.” 

Pro-Am 64's adventure aspect 
required Kev to create a series of 
cutscenes that formed a storyline. “Lead 
software engineer Rob Harrison worked 
on a animation editor that was tailored 
to suit the game,” says Kev. “I told Rob 
what | needed to create sequences, 
and he created an editor for characters 
to follow motion paths. | could flag up 
special effects, sound effects, and move 
the camera around anywhere. This was 
then used to create story sequences.” 

Collection-based challenges and 
unlockable competitors and tracks 
helped broaden Pro-Am 64's gameplay 
and increase its replay value. “We 
wanted something that would take a 
while to complete,” reasons Kev, “by 
adding the unlockable content | think we 
added longevity to the game's life and 
fun factor.” John admits: “! remember 
the Greenwood Village silver coin 
challenge being particularly hard —| just 
couldn't complete it. Tim Stamper's son 
managed it, and rang me up to ridicule 
me. He must've only been about ten!” 

Unsurprisingly, perfecting a 
platforming world of racing tracks 
replete with polygon racers on unfamiliar 
hardware provided challenges. “For 
quite a few of us, it was our first game 
and we had a lot to learn,” concedes 
John. “Even for the team members 


» Future Fun Land's Darkmoon Caverns features 
a pair of high-octane loop the loops. 


» A shielded Diddy avoids losing one of four lives in 
the Darkwater Beach battle stage. 


who'd worked at Rare for a while it was 
quite a transition moving to the N64. 
In particular, the artists were having to 
learn how to produce 3D models that 
were simple enough that they could 
be rendered and animated by the N64 
hardware in real-time.” 

As the team strived to make Pro-Am 
64 run faster, a clever compromise 


saw them trade polygons for sprites. “| 
personally liked the sprite wheels, plane 


propellers and hovercraft fans,” reflects 
Kev. “This reduced the poly count for 
each vehicle creating a solid look on a 
relatively low number of triangles.” John 
offers: “There was definitely a lot of 
effort that went into making [the game] 
mostly polygon based. Each vehicle / 
character combination was modelled at 
several levels of detail so as they moved 
further away from the camera they 
switched to a simpler model.” 

The spring of 1997 saw Lee demo 
Pro-Am 64 to E3 attendees including 
Shigeru Miyamoto, which led to the 
racer gaining a new frontman. “My main 
memory is the reaction to the Tick Tock 
character for time trial -— Miyamoto liked 
him! | imagine it was at this time that 
the Diddy Kong conversations happened 
with Nintendo and the Stampers.” 

A rebranding of Pro-Am 64 as Diddy 
Kong Racing posed Lee's team few 
problems while raising their game's 
profile, but delays on Rare's intended 
Christmas title, Banjo Kazooie, handed 
them a challenging deadline. “By using 
Diddy, we had a strong brand, which 
helped to make the game what it was,” 
Kev says of the rebrand. On festive 
deadlines, John remembers: “Everyone 
pulled out all the stops — we worked 
crazy hours to get it finished, but the 
team pulled together brilliantly.” 





» Timber loses fifth place to Diddy as the cheeky 
monkey cuts corners in Star City. 


» A magnet power-up moves Diddy up a position 
in Sherbet Island's Pirate Lagoon. 


Hard graft bolstered by an advertising 
blitz befitting a Rare Xmas release 
ensured phenomenal critical and 
commercial success for Diddy Kong 
Racing. “We had a great game with Pro- 
Am 64, but with the name change and 
marketing dollars it became a five million 
seller,” Lee beams. “We were proud of 
the impact in Japan where | believe it 
went to number one.” John comments 
on the game's critical success: “We'd 
been developing DKRin secret, so 
there'd been no build up in the press. 
| remember picking up the issue of a 
Nintendo magazine where DKR was 
revealed — that was the first article we'd 
seen, and the response was fantastic.” 

Asked for final thoughts, Richard 
succinctly offers: “To this day, | still get a 
buzz when | meet people that grew up 


with DKR.” John ends on a note of pride: 


“I'm still immensely proud of what we 
achieved, and it's great that people still 
play it.” Kev has only happy memories: 
“It was one of most fun games 

| worked on —it was a fab 

team to be involved with.” 

Lee's last words on Diddy 

Kong Racing are heartfelt: 

“None of us knew what 

we were doing, 
but we loved 
every 

second of 
making it. 

It’s still fun 

to play, and | 
look back with 
fond memories.” $¢ 
Thanks to Lee, Kev, 
John and Richard for 
sharing their stories 
from the DKRbarn. 


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of claiming your opponent's abilities, Battle 
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Clearly influenced by Diddy Kong Racing, 
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established formula to ensure their final 
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KONAMI KRAZY RACERS 
SVU SYN Sater 0)0 

Aspiritual successor to Super Mario Kart of 

sorts, Konami's game uses a Mode 7-type 

technique to render its tracks. Krazy Racers 

features not one but a dozen franchise 

favourites from Konami such as Gray Fox, 

Vic Viper and Dracula. The title delivers short 

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& ne of the most rewarding aspects of the 
) work we do here at Retro Gamer is how 
speaking with key developers on beloved 
s titles can capture a tangible sensation of 
particular moments in time. DMA Design is fondly 
remembered as the developer behind Lemmings and 
GTA, but while these are by no means insignificant 
feats it's perhaps not the best titles for encapsulating 
what it was like to develop games at the studio. In 
speaking with Jamie Bryan, who was head of art at 
the studio, it's clear that Space Station Silicon Valley 
is the game to best understand the creativity, fluidity 
and experimentation that came with creating games 
at DMA. “Dave Jones [founder of DMA] had created 
this environment where a lot of likeminded people 
had come together, but it was still a diverse crowd.” 


e bright, 


136 | 100 GAMES TO 





With Lemmings releasing in 1991, the developer 
was on an upturn. Jamie recalls how it was an era of 
experimentation across the industry, with the prospect 
of true 3D gaming on the horizon giving rise to a greater 
interest in hiring artists like himself as game developers. 

“I'd been sniffing around DMA for some time 
because | was working in TV and | was actually quite 
keen on working on games,” says Jamie. “I'd been 
looking at it for the past few years because game 
graphics had changed quite a lot and there was more 
need for using artists.” He adds that the industry as 
a whole was at that level because of the upcoming 
release of the N64 and PlayStation and that DMA, like 
everyone else, was keen to get in on the ground floor. 
“DMA went through quite a rapid expansion, almost like 
an inflation. And with that a whole group of people were 
thrown together and inside of that teams were formed. 
| was made project manager and given a team and told 
to go and make a game on N64.” 

All that was provided was a short brief. “There was 
a design team who fed out some ideas,” recalls Jamie, 
“Dave and a couple of guys who fed out one-page, 
really kind of high-level spec documents. This one was 
basically: Silicon Valley, animals that fight each other, 
and then there's this progression of becoming bigger 
and bigger. That was basically it, there wasn’t much to 
it.” The idea was to create a game that had the player 
gaining abilities as they progress to become stronger 
and more powerful, eventually able to take on bigger 
threats and overcome more challenging problems. 

Initially this sense of progression would be done 
through a customisation system that allowed the 
playable animal to be equipped with different body parts 


. THE MAKING OF: SPACE STATION SILICON VALLEY 


ould come to expect in 
ied. 


that added new functions, but that idea evolved. “Me 
and the core team would sit down, starting with this 
idea and just sort of building on it,” says Jamie, “so it 
was about answering the question, ‘VVhat can we do 
with these characters?’ And a lot of it was just playing 
with the stuff.” This is a large part of what made DMA 
Design such a creative developer, explains Jamie, who 
says that not having to stick too stringently to the design 
docs meant there was much more freedom in design. 
“We would set a character and we would just play 
with it. David Osborne, the old head of art, he was a 
big influence. He was always going on about treating 
the environment like a playfield and the characters are 
the toys, and you just play with them and see how they 
interact with each other.” The team wasn't given a set 
of deadlines or a schedule to stick to, either, which only 
gave it more reason to experiment. “That was the basis 
of building out and expanding the characters, to get one 
character and then stick some wheels on it, see how 

it flies, see how it bounces, see how it jumps... > 








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framerate on PlayStation, bad audio and the 
bright, colourful graphics of the DMA version 
were replaced with a dark and miserable look. 





GAME BOY COLOR 


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port, the concept of the game proved to be a 
challenge to bring over to the Game Boy Color’s 
2D perspective. Tarantula Studios did a great 
job of porting the levels in so much as they 
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like-for-like, but sadly the limitations of the 
hardware just weren't able to match the grand 
idea of its Nintendo 64 sibling. 


100 GAMES TO PLAY BEFORE YOU DIE | 137 








@ Combining speed and long-range firepower 
are two things that remain effective throughout 
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moving around 3D space, the heli-rabbit feels 
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ease that’s not such a concern. 


> all that kind of stuff. There was a core set of abilities 
that we were able to expand right through all of the 
characters, and we did get a bit carried away with an 
absence of any schedule so we just started just filling 
out all these different ideas, all these different parts.” 

While Jamie was the project manager, there was no 
real distinction when it came to the design. The iterative 
nature of development at DMA meant that ideas came 
from everyone, even those not directly involved with the 
project. “What we'd do is involve the whole team and 
just get people to fire in some ideas,” explains Jamie, 
“and then | would collate all the stuff together with my 
own ideas and then we'd just kind of mash them all 
together to see what we came up with. It was all quite 
democratic, without sounding like a hippy commune. 
The main thing was because it was a love of games, 
and people just wanted to work on the design process 
and to feel like their ideas are listened to.” 

This approach ultimately lead to Silicon Valley's clear 
sense of humour. As a result of this direction, a cartoony, 
comical style was adopted. “That's my natural style 
anyway,” says Jamie, “so | just kind of worked with 
that. And because we wanted to make it quite a funny 
game, it just seemed right to keep it comic-looking.” 





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force or its own combustion system (don’t ask). 
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there was something about this fella that just 
made him a riot to play as. 





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animal, a wolf-like dog wearing skis, capable of DPA uD te eT (teR O Me My 


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emperor penguin — is essentially the jetpack 
of Silicon Valley, while his jaunty crown makes 
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army of snowball-hurling penguins makes him 
Eure alla 


Jamie adds that because it was being developed for 
N64, Silicon Valley was “subconsciously” inspired by 
the likes of Nintendo's own products. “We were making 
some kind of Nintendo game on acid. It was like some 
kind of alternative Nintendo universe.” But as it happens, 
the game wasn't intended to release on N64. Planned 
as part of a three-game deal with BMG Interactive, 
Silicon Valley and its stablemates Grand Theft Auto and 
Tanktics were due to be developed for PC, PlayStation 
and Saturn. However, with Nintendo pumping a lot of 
money into Body Harvest and even a potential buyout 
on the cards, the game was instead directed onto 

N64. “Silicon Valley wasn't under the same amount 

of scrutiny as the Body Harvest guys,” says Jamie. 
“Miyamoto and his team were over and there was 

quite a lot of pressure on those guys to really create 
something, and it was a really small team as well.” 


g nterestingly, this decision resulted in a 

! / certain degree of envy directed at the Silicon 
Valley team: it was relatively hidden from 

a the attention of Nintendo, amd DMA Design 
had given it free reign, and the N64 itself was the 
console to develop for at the time. “VWWVhen | first 
started the N64 was just like this amazing, wonderful 
console that could do everything,” says Jamie. “So this 
was kind of cutting edge tech and it was such a joy to 
be on it, everyone wanted to be on N64.” As a result, 
those DMA developers still stuck working on PC — even 
the GTA team — were looking to Jamie and his team 
with a little jealousy. “No one was that keen on being 
on GTA in the early days,” says Jamie, “because it was 
seen as the poor man’s project, with old technology.” 
Jamie adds that, somewhat ironically, Grand Theft 
Auto had “seemed like the lesser project” at the time 
because of how dated it looked. 

Silicon Valley rattled on for quite some time after the 
release of GTA in 1997. The two began development in 
1995 but Silicon Valley would finally release in October 
1998. A gestation period for refining the mechanics 
had ultimately drawn the title out, an unavoidable 
drawback of the freeform development process that 
DMA Design preferred to adopt. “I kind of liked that 
nobody really understood what they were doing,” 
admits Jamie, “but that was the beauty of it, because 


@ Perhaps the animal that looks the least 
like an animal in this game, the tortoise tank 
has an added advantage over the likes of 
the polar bear - whose turd landmines are, 
Eee RORY wea a Uta) 
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time to avoid damage, popping out to fire off a 
cannonball or two. 


. THE MAKING OF: SPACE STATION SILICON VALLEY 


@ The king of the jungle doesn’t need gadgetry 
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a roar so powerful that it Pare iid eee 
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which kind of makes the animal more special in 
ERE er re-1 ORUeeLUle 
jungle creatures to defeat. 


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it was the time for experimentation. Even down to the 
control configurations: we came up with some really 
weird control configurations — like ‘why don’t we use 
two controls to control a leg each?’, things like that. 
Your hands were kind of crying in pain by the end of it 
because you were just mapping buttons anywhere you 
thought they might work.” 


If || this experimentation and iteration 
| | | resulted in a game that was compelling to 
| | anyone who played it. “Quite a lot of artists 
B Ban programmers would just come over to 
see it,” recalls Jamie. “| mean, compared to the other 
games, we were doing quite well. There were a lot of 
other teams who were really struggling and weren't 
producing anything close to a finished game.” But nor 
were there any expectations placed on Silicon Valley, 
either; while GTA had now released and become a 
proven success, the PlayStation had also taken over as 
the console to develop for and the potential Nintendo 
buyout had collapsed, ultimately leaving Silicon Valley 
as just “this thing that was being developed”. Things 
weren't helped much with DMA‘s sale to Gremlin 
Interactive, a necessity since the developer was 
running out of money — likely due to the extended 

and uncontrolled development times and the rapid 
expansion to gear up for the new consoles. This would 
be “the death of DMA", as Jamie puts it, since the 
creative and inspiring environment would immediately 
give way to stricter control, the hiring of producers and 


an insistence on working overtime that naturally didn't 
sit right with this community of passionate creatives. 
The atmosphere of the company changed dramatically 
almost overnight resulting in some rather unpleasant 
changes that left a sense of resentment in much of 

the workforce, from the sudden appearance of a large 
picture of the owner being put up in the entrance, or 
the operations manager who brazenly admitted that he 
“doesn't care about games” in his first meeting. “It was 
kind of clear right from the start that it was more about 
money,” recalls Jamie, “and this was different to the 
DMA way of thinking where the games came first and 
enjoying the things you make.” Jamie left the company 
just before the release of Space Station Silicon Valley, 
unwilling to endure the corporate face of Gremlin, and 

it wasn't long before the rest of the team did the same. 
Though the game was released to great praise, no one 
could've have predicted that it was the last true example 
of what could be created from DMA’s unrestricted 
attitude towards creative development. ¥ 


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way this hopping, boxing marsupial plays that 
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his springing jump and large size can get him 
over most walls is particularly empowering, 
changing the dynamic of any stage where you 
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Nintendo's SOL, 


ey! Listen! When it comes to real industry game 
changers, they don’t come much bigger or influential 
than The Legend Of Zelda: Ocarina Of Time. 
Developed in tandem with Super Mario 64, the hero of 
time's N64 debut would land two years later (in 1998) but would 
arguably have a larger impact on the design and direction of 3D 
adventure games in the years to follow. Ocarina Of Time established 
the template for the genre; it impressed with its bold and intricate 
dungeon design, engaging narrative and vast, sprawling overworld. 
In Ocarina Of Time, Nintendo didn’t just have the technical prowess 
and creativity to make a fantastic game that would stand the test of 
time, but the courage and ingenuity to make one that would become 
truly revolutionary. 
Looking back, it is easy enough to draw parallels between Ocarina 
Of Time and other innovative 3D games of the time, questioning the 
game's resonance through the decades in the process. Argonaut 


140. | 100 GAMES TO)PLAY BEFORE. YOU DIE 


OCARINA OF TIME 


RELEASED: 1998 PUBLISHER: NINTENDO DEVELOPER: NINTENDO EAD SYSTEM: N64 


















Largely considered to be the greatest game of all time and one of the 
most important releases of the modern era, the hero of time’s N64 
adventure is a classic that every gamer should play 


Software's Croc: Legend of the Gobbos, Core Design’s Tomb 
Raider and, of course, Nintendo's own Super Mario 64, being the 
obvious examples — each arriving some years earlier — but still Link's 
adventure is so revered to this day, credited with evolving a genre, 
but why is that? 

Perhaps it's because Ocarina Of Time had it all. That isn't an 
overstatement either; we're just giving credit where credit is due. 
In Zelda, Nintendo was able to provide a compelling showcase for 
the N64 — just as many were ready to call time on the 32-bit era 
of gaming. It began life as one of the first 3D projects at Nintendo 
EAD, with every aspect of the game (from its central game 
mechanics to its evocative world design) arriving as the result of wild 
experimentation and careful iteration. It's a game born from creativity 
— in 1994 when development first began there wasn’t anything of its 
scale to compare it with. The result is a technical masterpiece. Many 
of the actions and mechanics exhibited in Ocarina Of Time might be 





GAME CHANGERS: THE LEGEND OF ZELDA: OCARINA OF TIME 


=] SS 


THE COOLEST AND MOST MEMORABLE 
FIGHTS IN OCARINA OF TIME 





PHANTOM GAN SHADOW LINK TWINROVA 


* Arriving in a spectacular fashion, just as Link attempts 
to leave the haunted gallery, Phantom Ganon is a 
fantastically challenging battle that also gives us a hint 
as to what could have been had development of the game 
gone differently. 


commonplace now, but that’s because their debut here struck such 
a chord with developers across the globe. While Super Mario 64 
showed a generation how camera control and navigating 3D spaces 
should and could work successfully, it was Ocarina Of Time that 
showed how gaming had finally evolved to let us truly exist in, and 
interact, with a living, breathing 3D world. 

Context-sensitive actions and the introduction of lock-on 
Z-Targeting are just two of the staples of the genre that Ocarina 
Of Time introduced: enduring innovations that solved many of the 
problems that plagued playability in those few 3D action-adventure 
games released before it. The sprawling vastness of the Hyrule 


6 6Context-sensitive actions 
and the introduction of lock- 
on Z-Targeting are just two of 
the genre staples that Ocarina 
Of Time introduced 99 


overworld created a sense of unrivalled wonder and place, though it 
was your interaction within it that made it truly ground-breaking. 

And to think, we almost didn’t receive Hyrule as it is now at all. At 
the time, Ocarina Of Time was the largest game Nintendo had ever 
tried to create, and Shigeru Miyamoto had big concerns over the 
storage memory capacity of the N64's cartridge. The solution was to 
engineer a hub area similar to that of Super Mario 64's painting-filled 
castle, where Link would warp to the various areas and dungeons 
of Hyrule through portals out of Ganondorf's towering structure — a 
process of development that ultimately led to the incarnation of the 
boss battle with Phantom Ganon in the Forest Temple. 

Thankfully, Nintendo found a solution to its problems — creating a 
sparse, realistic game world that cleverly echoed the narrative and 
invited exploration — and that led to some of the most breathtaking 
moments of Ocarina Of Time. While a lot has been said over the 
years of the invocative time-travel mechanic Nintendo used — the 
sheer scope of Hyrule was, well, breathtaking. At the time a world 
that large, teeming with NPCs and enemies, interconnected 


* Many players may loathe the Water Temple, but it 
happened to give us one of the coolest encounters in 
The Legend Of Zelda history. It’s full of twists and turns, 
memorable not because of its challenge but because of 
its symmetry to your own fighting style. 



















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% This boss battle pushes Link to redirect fire and ice 
blasts back at Kotake and Koume before the Sorceress 
Sisters team up and attack more ferociously. It forces 
players to adapt to the rhythm of battle, which is now a 
staple of boss fights in the Zelda franchise. 


Play using elire 


» Link's ocarina had a variety of uses, including warping to new areas. 


pathways, dungeons and hub areas, were an unimaginable feet of 
technical engineering. 

But there it all was, a game world encouraging exploration and 
experimentation. That combined with a masterful set of dungeon 
designs that pushed players to explore areas long-forgotten and 
new corners of the map with a litany of interesting new gadgets 
and items (many of which reimagined cleverly from older, influential 
titles in the series). And yet through it all, through so much to see, 
do and love, Nintendo underpinned the entire experience with a 
modern tragedy; Ocarina Of Time undermined the obvious joy that 
was to be found in its inherent mastery with a tragic story of cyclical 
destruction and failure. Ocarina Of Time was an adult story, one that 
would inform a generation of creators to push the boundaries on the 
type of stories that could be explored in videogames. 

Ocarina Of Time changed the face of modern game design. It 
introduced so many concepts, pushed so many boundaries and 
rewrote the playbook on so many mechanics and systems that its 
influence is almost impossible to accurately track. There's a reason 
Ocarina Of Time is largely considered to be the greatest game of all 
time and that's because there has never been another game like it: 
beautiful and haunting, joyful and daunting, playing through Ocarina Of 
Time is a defining experience, for game creators and players alike. ¥€ 


100 GAMES TO PLAY BEPORE YOU BIE | 141 





THE FEATURES 
THAT MADE 


LEGENDARY 


It wasn’t just about being a 3D zelda as these elements helped 
elevate it to one of the best games of all time 


Attacking enemies in a 3D space was always a little cumbersome in 3D action- 
adventure games. Or at least, it was until Ocarina Of Time arrived with its ingenious 
Z-Targeting lock-on system. A staple of the genre today, it allowed the player to 
intuitively snap the camera to an enemy, giving Link the freedom to circle and strafe 
around monsters without losing the ability to follow or dish out attacks; where 
would we be today without such an important game system? 





Super Mario 64 is a classic, a showcase for the brilliance of Nintendo in the 
Nineties, but it also showcased some of the pitfalls of platform navigation ina 
3D space. As the two games were developed in tandem, it gave the team plenty 
of time to make adjustments and tweaks to the controls and camera, ultimately 
ensuring that — by the time that Ocarina Of Time was released — it handled far more 
confidently in the tight dungeon enclosures. 


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GAME CHANGERS: THE LEGEND OF ZELDA: OCARINA OF TIME 





With so many actions available to the player —- many of which were new to gaming 
- Nintendo massively simplified the control system to ensure play was as smooth 
as possible. Context-sensitive actions allowed multiple tasks to be assigned to one 
button, cutting the fuss of learning too many controls and also subtly guiding the 
player around its environments — it let Link adventure without worry, only being 
given the option to move boxes or climb when Nintendo deemed it possible. 





One of the coolest aspects of Zelda games was the inclusion of an overworld, 
a hub that linked all levels, dungeons and areas together. This was expanded 
massively for OOT, a space that was large enough to make you feel like you were 
asmall part of a world that existed around you. If you could see it, you could reach 
it - even if that meant searching out specific items and returning later. The sparse, 
realistic Hyrule overworld is still one of Nintendo's greatest accomplishments. 





Unlike most other Nintendo games released at the time — in which mechanics took 
precedence over all else - OOT had story at its centre. While joyful to playthrough, it 
had a dark undertone of loss and tragedy. Link’s journey across timelines, to stop 
a disaster he inadvertently had a hand in creating, has proven to be one of gaming's 
greatest; the time-travel mechanics, be they via the Ocarina or Master Sword, were a 
powerful way of dragging players wholeheartedly into the adventure. 


The temples in OOT are a marvel of 3D design and execution, with each offering 
challenge and reward to players ready to push their understanding of the combat 
and platforming mechanics. Even the Water Temple, largely considered to be the 
toughest challenge in the game and a headache for players the world over, has 
proven itself to be a masterclass in spatial awareness, demonstrating a willingness 
to challenge convention and take risks in every area of game design. 


All throughout the adventure, Link will acquire and collect different items and 
weapons that greatly expand the adventure. Many introduced new abilities, with 
Nintendo gradually introducing them through well-masked tutorials in the guise of 
puzzle solving before letting you loose with them in boss battles and, eventually, the 
overworld to access new areas. It has proven to be a staple of Zelda design, not to je 
mention a process carried across into various other genres and game types. 





The Legend Of Zelda boss design has always been fairly simple: find the flashing 
bit of the enemy and hit it with whatever new item has just been gifted to you. That's 
okay though, because OOT masked this with memorable and striking encounters. 
Zelda bosses made a wonderful transition into 3D, always looking large enough to 
make the task ahead seem implausibly difficult, with impossibly-tight mechanics 
making it seem ultimately achievable. 


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Ua 3 ed From Russia With Love The Spy Who Loved Me Goldfinger 
Preferred multiplayer mode: Preferred multiplayer mode: Preferred multiplayer mode: 
Archives — Licence To Kill CeCoyaaTe) (yee cre) (1a RCU Lea) Temple - One-shot kills 


ten kills. And no radar! 





MARK EDMONDS 


Temple - Grenade launchers 
and Licence To kill 


aS 


BACK IN 2019 WE G 


GOLDENEYE'S ORIGINAL 
THE CREATION AND LEG 


ATHERED TOGETHER 







PAUL DRURY SHAKES THE VODKA MARTINIS 


amers knew the score in the 
Nineties. Rare made platformers, 
you played first-person shooters 
on PC and any game based on 
a film was going to be awful. Then came 
GoldenEye 007 and changed all that. 

It was released two years after the film 
had hit the big screen, only a few months 
before the next entry in the franchise, 
Tomorrow Never Dies, came out, and with 
no great expectations of success, even from 
the team that had developed it. It went on to 
shift a staggering 8 million copies, making 
it the third biggest selling title on Nintendo’s 
64-bit console, and invariably appears in 
the echelons of those perennial ‘Best Ever 
Games’ lists. It also made number ten in 
Retro Gamer's definitive countdown in issue 
150, in case you were wondering. 

That success is perhaps even more 
remarkable when you consider that for the 
majority of the dev team, GoldenEye was 
their first professional title. Indeed, Tim 
and Chris Stamper, the heads of Rare, had 
to remind the team that “this wasn’t their 
university project” as development dragged 
on for over three years. Yet the fact that 





As 





wo </ 
B JONES 


Director of photography Costume designer 
PEN Cota t cee eel be Favourite Bond film: 
AS Vi=lI( Goldfinger 
Preferred multiplayer mode: Preferred multiplayer mode: 


Stack — First to 20 kills, 
Cael CMa ny 


STEVE ELLIS 


most of the team were new to the business 
meant they weren't constrained with notions 
of what was and wasn’t possible in game 
design. If they thought of a good idea, they 
tried to implement it. 

This naivety yielded some groundbreaking 
results. The game pioneered body-specific 
hit reactions, disconnecting the gun from the 
camera, the use of a sniper rifle, environment 
mapping (look closely and you'll see low- 
res reflections of your surroundings on 
shiny surfaces) and even dual-wielding of 
weapons, all features which have become 
fixtures in the shooter landscape. More than 
that, GoldenEye proved that a story-driven 
FPS could work on consoles... and that 
deathmatches never really get old. 

Gathering together all nine core members 
of the team has been inspiring. Some stayed 
at Rare and worked on its spiritual sequel 
Perfect Dark. Some went on to set up Free 
Radical, the home of the TimeSplitters series. 
Some have stayed in games, others have 
moved on but all can agree on two things: 
being part of the GoldenEye team was an 
experience they will never forget and playing 
as Oddjob in multiplayer is always cheating. 


GRAEME 





NO) se7 Wa 
eee ae cao Original music and 
Peete tepet bid sound eff ects 
eS lS Pelee oneal nnd 
Preferred multiplayer mode: TA TESS 
Temple - Golden Guns and Preferred multiplayer mode: 


Me Te M CCU ST eee) eK 


q 





» Home console first-person shooters at the time were seen 
Eamon Mime RU CLC One eR aN m 


Fal Bun 


Original music 


Pe Mota tase met bid 
Casino Royale 


Preferred multiplayer mode: 


Egyptian - Licence To Kill 


Duele) /e(- a MMI OR EMS M eae) een LIT 


GOLDENEYE: THE DECLASSIFIED REPORT 


\\ 
gus aR NANI OM OSS) 


DEVELOPMENT TEAM TO SA aa Us elenN 


ACY OF THEIR SEMINAL N64 SHOOTER. 















100 GAMES T 


DUNCAN BOTWOOD 
Production designer 
Favourite Bond film: 

OMe me) Nes et 1esl 18 (62 


Preferred multiplayer mode: 
Non None 1 CRON 


































oles (CS 


AY BEFORE YOU DIE | 145 








POLISHING GOLDENEYE 
MARK EDMONDS ON DEVELOPING A FIRST-CLASS FPS 


or Mark Edmonds, his 

first contribution to the 

development of GoldenEye 

was sat alone in a room in 
the Stamper mansion, filleting joints. 

“| didn’t really know what | 
was working on,” explains Mark, 
understandably. “I was asked to 
investigate creating filleted joints for 
an animated 3D character system; 
basically, a smooth skin over joints, 
like an elbow, rather than just having 
a solid block for an upper and lower 
arm. | had no idea it was connected to 
James Bond but | must have passed 
the test because | got moved over to 
the stable block and onto the team 
proper. It was great just to be working 
on my first videogame!” 
Programmer Mark joined project 

leader Martin Hollis and artist Karl 
Hilton and the trio got to work on 
early builds of GoldenEye. Initially, 
the game was heavily influenced 
by Sega’s Virtua Cop with Bond 
following a predetermined route 
through levels. “We were using this 
amazing new invention called the 
analogue stick to aim a crosshair,” 
grins Mark. “But then we thought, 
‘Wouldn't it be cool to play a game 


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like Doom with actual 3D graphics? 
That would be a new experience!’ 
And we knew the Nintendo 64 was 
capable of rendering 3D graphics 
from any orientation or direction.” 
The team decided to take Bond 
‘off the rails’, though knowing 
exactly what the N64 was capable 
of required a good deal of faith. Its 
development system used high-end 
Silicon Graphics machines, a pleasure 
to work with, if prone to overheating, 
whilst the specifications of Nintendo’s 
forthcoming console were yet to be 
finalised. “| vaguely remember being 
disappointed seeing the tech demos 


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SLSR Nt er Ty 


LOCATION, 
LOCATION 


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WORLD WITH BOND 


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ae 
FACILITY 
@ Starting off in the 
bathrooms you have to 
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RUNWAY 


You need to escape ina 
EWM Mea olen el -Leh(e) 
fight through a platoon of 
soldiers. Good job you have 
access to.a tank, eh? 









BAN (IA (43) 3 


USING THIS 
AMAZING NEW 
INVENTION 
CALLED [THE 
‘ANALOGUE 
STICK” 


Mark Edmonds 


running on the first development 
consoles,” admits Mark.,“But once 
our own artists got goingonto the 
project, they managed to make the 
graphics look good!” XY 

Mark beavered away onthe ™ 
GoldenEye engine, taking art created 
in such packages as Alias and 
GameGen and rendering them in 
game. He helped develop the system 
which handled the motion captured 
animations, pioneering in their day, 
and worked on the enemy-Al, so your 
foes could at least attempt to outwit 
your agent before crumpling in agony 
when you shot.them in the groin. Yet 
despite all these innovative features, 
the team really wasn’tsure anyone 
else would be impressed. 

“It was amazing to travel to the E3 
show in 1997 but | don’t remember 
much reaction to the game there,” 
says Mark. “It probably wasn’t the 
right environment for people to get 
into it. It was only afterwards when 
the reviews started coming that | 
realised people actually did like it.” 


reaction to being 
told you were to 
head up a team 
making a Bond game? 
Oh, | wasn’t approached. I'd heard 
on the grapevine, from my team 
leader on Killer Instinct, Mark Betteridge, | think, 
that the Bond licence was floating around. A couple 
of guys from the Donkey Kong Country team were 
going down to a press party for the film GoldenEye 
and Nintendo had told its friends at Rare there was 
a possibility we could make a game to go with it. 
Later, | heard they weren't going to take on the 
licence, so | went straight to Tim Stamper and said 


Was he delighted you had 

stepped up to the yet mcyel--F4 
He didn't look chuffed or anything. He just said, 
‘Well, you better make a document then, Martin.’ 
So | did. And it was all my own work, teacher. 


ideas, from the variety of 


| never really looked at it after a while. Once 

we were 20 per cent in, we just concentrated 

on making the game, not what I'd written. It's 
astonishing how much from the document made it 
into the final game. That was partly luck. 


GOLDENEYE: THE DECLASSIFIED REPORT 


Of course | wanted good people, enthusiastic 
about the Bond universe... though not all of them 
were. They were just incredibly good craftspeople. 
| actually made a list of everyone in the company 
involved with development and scored them out of 
ten. | wrote notes on the side, too, and | spoke to 
Simon Farmer in production about each one and 
he'd tell me, ‘Oh, you don't want them...’ He knew if 
they were suitable for the project. 


You sound a bit like M from 
the Bond films, with a dossier 


Well, | did wear all black at the time and had a 
confident swagger. It's hard to know how they 
viewed me. | was the only one who had made a 
game professionally before. Rare tended to hire 
people not from the games industry. 


Was there an advantage to this 
being their first game — paeeaa 
TORTS cl Rot Meer Mmaztccaa 

they couldn't do? 

Oh certainly. | didn't know what we couldn't do 
either. It was supposed to be a three person project 
and take nine months or something. No one told 
me it would take three years and about ten people 
because no one knew. 


Given it took so long to 
develop, were the Stamper 


FOTN Wma RONEN COME ROLE N=) 10 CDV LEIIV eee elme SVE 





'I_WASN'T EXPECTING 
THIS, MR_BOND,' MARTIN 
RECEIVES A GOLDENEYE 


It’s astonishing how little bother we got from them. 
They had the whole company to administer plus the 
financial agreement meant GoldenEye was a low 
risk project for Rare. And they might have been a 
little bit frightened of me. Why? | was extremely 
self-assured. That's putting it nicely. The Stampers 
created the environment, they hired the people 

| could pick from, we never had to worry about 

the project being cancelled or being forced ina 
different direction and we had their trust. Their 
role was huge. 


Didn't Nintendo, worried about 
the violence that took place 
in the game, ask you to put 
FRMMo icicle Comic Mn tomes ake) acral 
level, showing everyone who 
had been killed getting up and 
Sehobe sme ictnc crs 

Yes, and | know when you read that it seems 





ridiculous but you have to look deeper at feedback 
like that. It was all about the close up killing. You 
could see the pain and suffering - they'd get down 
on their knees and then you'd shoot them again in 
the head. It felt personal. Unsurprisingly, this didn’t 
sit well with Nintendo. | was trying to negotiate a 
line between being true to Bond and Nintendo's 
family-friendly brand. We did soften some things 
round the edge — | think we dialled down the 
redness of the blood by 20 per cent. 


Were you pleased you literally 


Many people at Rare, Nintendo and the world 

in general have been incredibly nice to me, for 
decades! GoldenEye is such a good thing to have on 
your CV and was such a pleasure to make. 


WE'VE LOST COUNT OF THE foreacor WASTED 





BOND BLUEPRINTS 


wIT'S HARD TO SAY WHEN THIS WAS DONE, AS THE 

RAN FOR TWO YEARS, I THINK THE BLUE 

DOTS WILL BE FROM DAVID DOAK, SHOWING Leesa A 

SPAWN POINTS FOR GUARDS. THE LEVEL (26h aD 

ORIGINALLY BEEN BUILT VERY CLOSE TO THIS 

DESIGN, BUT THEN, AS WE ACTUALLY LOE Us) 

IN_AND MAKE CHANGES 

BASED ON DAVE'S REQUESTS; BLOCKING A VIEW _OR 
OPENING 





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TE MMC aE TA 
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DM LEVEL THAT WE DID. INITIALLY, WE TRIED 
SOME ADAPTED IN-GAME LEVELS, LIKE THE 
FACILITY, TO SEE HOW IT WORKED. TOWARDS 
— J THE END OF THE PROJECT, AFTER THE 

Chownta © \wieiiond INGLE -PLAYER LEVELS WERE FINISHED, I HAD 
SOME TIME TO DEVELOP BESPOKE MULTIPLAYER 

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LEVEL DESIGNS BEGAN WITH A BASIC FLOOR 
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“THE OUTSIDE BUILDINGS ARE NOT REAL 
BUILDINGS. THEY WERE ABOUT AN EIGHTH 
SCALE MODEL DIORAMA BUILT OUT ON THE 

RUNWAY AT LEAVESDEN. THE (oli py wats) 

WERE A HAND-PAINTED FLAT BACKGROUND 
PANEL. THE DARK PATH CROSSING THE 
FOREGROUND WAS AN ACCESS GAP THAT 

THE MODELLERS COULD USE TO ONG st 
IN TO THE CENTRE OF THE MODEL. THE 

EFINITELY REAL. THIS er 

USED FOR THE SCENE WHERE THE yee 
Gani CRASHES IN TO THE SEVERNAYA 
COMPLEX AND BLOWS UP_THE precisa wes) 
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CHEAT MASTER 
THE BEST GOLDENEYE CHEATS, AND HOW TO UNLOCK THEM 


PAINTBALL MODE 


§ This aesthetic option swaps out all the bullet holes in the game for 
lovely splotches of brightly coloured paint. Unfortunately it doesn’t 
affect characters so you can't paint enemies with it. 

UNLOCK IT BY: Speed your way through the Dam level on Secret 
PNT al aantele Mae Re Lm (1 


DK MODE 


tM eM en OU ere meni elae ole CHL egret cm aalele (ity 
to give them giant heads, tiny bodies and oversized arms. Needless to 
say it makes it very easy to get headshots with it activated. 
UNLOCK IT BY: Finishing the Runway stage in less than five 
minutes. Even Boris could do that. 


ISA (OID 


@ GoldenEye can be pretty tough and some of the later stages are 
phenomenally hard. Take away some of the pain by making James 
Bond invincible to everything in the game. 

UNLOCK IT BY: Get through Facility on 00 Agent mode in 2:05 
alarm a 


ALL GUNS 


@ Why would you not want access to every gun in the game? Of 
course you would. You can even access the tank using this. Just be 
ENT Mula -r-] eR ea eee RTT Ta) Anat 

UNLOCK IT BY: Complete Egyptian on 00 Agent difficulty in 

Sau ome lm alec 


COUGAR MAGNUM 


6 


TINY BOND 


t MUa Malin Reals 1 nen em OLR COMaT-lUMVolU MU L0T- 16 Pon Wa CR UTS 
viewpoint does take a while to get used to, it does mean that all 
enemies find it very hard to hit you. Use this to your advantage. 
UNLOCK IT BY: Blast your way through Surface 2 on 00 Agent 
mode in 4:15 or under. 


TURBO MODE 


@ Make things alittle easier for yourself by greatly increasing Bond's 
mobility, which should make it a lot simpler to escape guards and 
get yourself out of tricky situations. It does take a while to master, 
though, so persevere with it. 

UNLOCK IT BY: Finish Silo using Agent mode in 3:00 or less. 





100 GAMES TO PLAY BEFORE YOU DIE | 149 





MEET THE CAST OF GOLDENEYE 


@ Mercenary Xenia is incredibly dangerous 
and likes to kill men by squeezing them to 
death between her thighs. In the film she’s 
PEN Le VA grelaal Cla -10 


§ This hacker ends up accompanying Bond 
Cee SOS Cm uel nce 
each other as prisoners. Izabella Scorupco 
(eyoyercaamanal alt 





@ You first meet 006 during the second 
mission, but see him executed by Colonel 
LOTT anal solar olen Ke ee a aeRO] 
and is Janus. He's played by Sean Bean. 


[Neeley Vee delle a RCo RII) 
TMM ULM ice nae Maer) 029) 
satellite. Pierce Brosman plays the iconic role 
and would do for a further three films. 








@ The rogue Russian general is a thorn 
in Bond's side for most of the Arkangelsk 
ASMA cee ICN ceh NACL Te ean 





“Invincible” computer hacker Boris trips 
EC nse aes cureea Cm TU a 
and then pulls a gun on the secret agent. He's 
played by Alan Cumming. 





OM EB wae 
MO-CAP SERVICE | 


DUNCAN BOTWOOD ON FALLING OVER A LOT 


“l often say, ‘I died a thousand 
times for GoldenEye 007 ne 
says Duncan Botwood, whose 
dedication to making the game the 
best it could be involved physical 
as well as mental strength. On 
top of his role as game designer, 
shaping mission structure as well as the layout 
of levels, he became the reference model for the 
various agonising reactions when enemies took a 


DUNCAN BACKSTAGE AT E3 IN 1997. 


hit. “Motion Capture data was good at picking 

up very human movements like flinching, and 
you could easily tell the difference between 

me throwing myself on the floor versus me 

being pushed to the floor. So | had to stand in 
Position with my eyes shut so | didn't flinch, 

and B [Jones] would walk quietly up to me and 
shove me hard to make me fall over. 

Multiply that by eight per position because of 
covering all the angles and you get a full coverage 
of animations... and bruises.” 

Duncan, who stayed at Rare until the end 

of the Noughties and now works for Ubisoft in 
Canada, assures us it was worth the pain. “I'm sure 
GoldenEye has opened doors for me, though my 
favourite part has been people coming up to me 
at work saying they played it at college with their 





§ This Russian gangster helps James Bond 
out in a couple of levels, as he doesn’t want 
Tao ual ral late Mel Cet On aoe) 
PDE TTe RAM UaTeManCOy U(M oy Ane) oOo] UTA 


@ Mishkin captures Bond and takes him to 
Trey Urea a NIL UE] UVALe na Uae e 
Malem Lene Aan OBC] Cela Tale Ball a 
He's portrayed by Tchéky Karyo. 





SWESs a OMe DOV 1 a Pe Eh 
NOTES FOR POSSIBLE MISSION ELEMENTS. 


friends, or at home with their family, and loved it. 
It's great to know that people had such a positive 
experience and | never tire of hearing it.” 

He also mentions he specifically designed the 
Egyptian temple to have high ceilings because 
he liked using the grenade launcher trajectories 
to bounce grenades off the top of doors he was 
running through to take out people chasing him. 
Now there's a tip for your next deathmatch, folks! 








BEHIND THE IRON CURTAIN 


GOLDENEYE: THE DECLASSIFIED REPORT 


WRITER DAVID DOAK ON GOLDENEYE'S LEVEL DESIGN 


avid Doak smiles rather 
proudly when we ask him 
about the legacy of his 
innovative work on mission 
design and enemy Al for GoldenEye. 
“My favourite moment was meeting 
the original Valve guys at ECTS, a UK 
trade show, in 1998 and them joking 


Bra had forced them to 
redo-a.bunch of stuff on Half-Life. They 


went on to do all right.” 
When David joined the team in late 


1995, plenty of the basic gameplay was 


in place. The controls were responsive, 
the coreloop of ‘encounter enemy, 
shoot them,move to next’ worked 
efficiently andthe audio and visuals 
gave solid feedback. “The obvious 
STURM tar m1 RRM LAN 
barebones,” he ex lains. “They had 
been constructed to test gameplay, 
though even at this stage, there were 
innovative features 
itateM-lanleyi (relarom colada) 
alarm system in Se’ 
It could be triggered 
ran to press a big rei 








eing’ Bond. The 
day was Doom, 
ting monsters and 


collecting coloured keys to open doors 





De ON Ua CCR a CIC IRS ra nei 
Nr Teva lite ee em Lee 


and we really wanted to step away 
from that.” 

Though David acknowledges that at 
its most basic, this involved reskinning 
the ‘keycard’ concept with decoders, 
covert modems and all manner of 
gadgetry, he was determined to 
vary the pace and rhythm of levels. 
“Severnaya Bunker 1 has a lovely, juicy 
density to it,” he enthuses, “a very 
simple, small space but, particularly on 
higher difficulties, there is a lot to do 
with juggling objectives, alarms and 
enemies. The Bunker 2 cell escape was 
pleasing to set up; the stealth came 
together well and was something that 
felt fresh, in a pre-Metal Gear Solid 


“SEVERNAYA BUNKER 1 HAS A 
LOVELY, JUICY DENSITY TO IT” 


David Doak 


DERM TCL tM eer TE Y A 





ele VMLO)\F 
LOCATION 


JETTING AROUND THE 
WORLD WITH BOND 


SEVERNAYA 


SiS) A0 0m 
This tough level requires 
Bond to make his way into a 
eT Moola Cred ol0] nl <a ey 
tricky as there's lots of open 
Colcol ao -DaTeA UA Uke (1 





BUNKER 1 


Lire eae 
Siberia and have to navigate 
this underground base. 

la UTC Alee Gel-lale) 
built and not heavily armed. 






pol S)aay eed 


L Meares cle(e a ele) 
iy Ua eR ORV ERI} 
it's a tough one. It's hard to 
aR Velen 1K) 
ETc Mel VT ee T Ve AN es 


BONA ees 


@ You start this stage holed 
up in jail next to Natalaya. 
SUA CE Rolle Rice eR elN] 
fal-tstoR OMCl-) eal Tact M al Ne 
Paul RUM 








Lc Tol TT, elie} Successfully ro) 





» GoldenEye isn't just about ki 


aT) 
you to bug re ee SRT SMe eV 9 require 


UCR TRO ea nae 


and Thief world. And obviously Facility 
is a continuing source of chuckles that 
Dr Doak is in there...” 

Yes, David makes a prominent 
cameo as the scientist/secret agent, 
though most of the team are featured 
somewhere in the game, whether as 
the faces of nameless guards or doing 
silly turns on computer monitors. 
Despite being satisfied with the variety 
of mission goals and interesting level 
design the team achieved, David is the 
first to admit not everything they tried 
quite came off. “Some level setups 
were exercises in damage limitation. 
For the more open levels like Runway 
and Depot, it was hard to construct 
meaningful gameplay and the results 
are patchy. And the Escort missions 
seemed like a good idea at the time. 
| mean, what could possibly be more 
fun that having your performance 
judged on whether Natalya would 
randomly throw her head in the path 
of a bullet or walk into an explosion?” 

Notwithstanding a few misfires, 
the story mode was groundbreaking 
in offering the player choices. Should 
you go in with all golden guns blazing 
or use your license to kill sparingly? 
Guards could be sneaked past but 
how satisfying it proved to take out 
goons with a flurry of headshots. 

The way your foes responded to your 
actions and the surprising, sometimes 
exasperating, interventions of NPCs all 
created the sense that this was a living, 
bleeding world. 

“Refining the Al was largely a 
process of brokering deals with Mark 
Edmonds,” says David. “I'd make my 
case that a feature would allow me to 
script a more interesting setup, Mark 
would shake his head, explain how it 
wasn’t possible then go back to his 
desk and do some coding wizardry to 
make it happen. Legend.” 


100 GAMES TO PLAY BEFORE YOU DIE | 151 








DRESSED TO KILL 


B JONES ON KEEPING THE STYLE AND DESIGN AUTHENT 


foley VMte)\E 
LOCATION 


JETTING AROUND THE 
WORLD WITH BOND 


KIRGHIZSTAN 


bg 
a 


i 


SILO 


LBM ee Rell eae 
you have to navigate 
bland-looking environments 
and plant explosives in all the 
fuel rooms. 


MONTE CARLO 


i 
a Ee 





FRIGATE 


@ Bond's stop in Monte Carlo 
is so he can plant a bug ona 
very dangerous helicopter. 
Unfortunately it's stashed 
away on an armoured ship. 





m@ Congratulations, you've 
ileal Rel Rem UL eeg le 
levels of the game, which is 
based on the classic Bond 
film, Moonraker. 










(oo 


J a7 





Va a. 
by = fs ‘i 
Perey ele Aaa. 


Meco aceon AU al (ore) 
after completing all the other 
levels on 00 Agent setting. 
You need to grab the Golden 
Gun and stop Baron Samedi. 


LYM ome Na) 2e) eel) | 


n the GoldenEye credits, 

B Jones role is listed as 

‘costume designer’. It 

might be a tongue-in-cheek 
reference to the world of film, but 
it proved surprisingly apt as no one 
is more adept at fashioning a pixel 
tuxedo than she is. “We originally 
had three other Bonds in the game,” 
she explains. “| had to make different 
tuxedo textures within a 64x32 pixel 
texture. Moore got the white one with 
the carnation, Dalton got the double 
breasted and Connery got the classic 
Sixties tux. And all their faces came 
from my reference books.” 

With no handy internet libraries to 
consult in the mid-Nineties, much of 
the look of GoldenEye came from B’s 
extensive collection of Bond books 
and memorabilia. Character photos 
were scanned, gadget manuals were 
carefully studied and lunchtimes 
were spent watching the Bond back- 
catalogue on videotape. “We only had 
a half hour break so we’d get through 
them in 20 minute segments and it 
took ages,” she laughs. 

The team did have some access 
to the film set and lugged their 
swanky new digital camera to 
Leavesden Studios in Hertfordshire 
to photograph as much as they could. 
“That camera was huge, really heavy 
and cost about two grand,” she 
remembers, “but it was how we got 
most of our reference material, like 
for Statue Park and inside the main 
Archanglsk complex both before and 
after it was blown up. | used that 
same camera to take the photos of 
faces we used in the game. | would 
take front, side and back of the head 
shots and stitch them together. This 











ASCE erect accolades at E3 in 1998. 


Une eee SRA Ts ovat SRNR ULM se Bslenn te eet 
Jue} CG) } ry g 
Li Ua) d TUL Beier] it 


IC FOR GOLDENEYE 


4 


7 


— . 


“WE ORIGINALLY HAD THREE 
OTHER BONDS IN THE GAME” 


1S ea) 


was before Photoshop so all | had 
was this pixel painter called NinGen 
and just 38x32 pixels for the textures. 
You try drawing any believable 
human face in that!” 

Two decades on and it’s quite 
easy to raise a Roger Moore-esque 
eyebrow at the blocky heads in 
the game but at the time, this was 
pioneering work, as was the use of 
motion-capture to give character 
movement a sense of realism. The 
initial setup was a ‘flock of birds’ 
magnetic system in which all of the 
markers on the body were directly 
attached to the computer by 
cables. “The capturing unit was 
mounted halfway up one wall 
and you had to be quite careful 
with the moves or else it would 


Peed MVEA URNS Ue 
you're not supposed to. 





= 


i 





st effective use of 
Igy was in making 
your foes look like you'd really 
slugged them. Shoot them in the 
shoulder and they would recoil in 
pain; shoot them in the head and 
they’d crumple to the floor. “We 
wanted the animations to look like the 
victim wasn’t expecting it),so we got 
[team member] Duncan Bottwood to 
close his eyes and Id suddenly slap 
him on the shoulder without telling 
him. We didn’t want that split second 
of bracing to be visible in the capture. 
We even had ropes tied around his 
waist to pull him off his feet. We had 
plenty of soft mats around but! don’t 
think we could have got away with it 
in today’s health and safety- 
conscious environment...” 

It was this attention to detail in 
every aspect of GoldenEye's visuals 
that helped makethe game so 
immersive. Since leaving Rare, B 
has worked in film and TV, including 
credits on Doctor Who and Guardians 
Of The Galaxy, but still keeps in touch 
with her old coding buddies. We 
wonder if she ever felt conscious of 
being the only woman on the team 
or if gender stereotypes ever got in 
the way? “No and no, and clearly you 
don’t know me,” she replies, bluntly. 









> 


GOLDENEYE: THE DECLASSIFIED REPORT 


SOME LEVELS LET YOU DUAL-WIELD. 
ALTERNATIVELY, CHEAT, THEN 
EVERY LEVEL OFFERS IT. 


HE SOUND _OF Co MD) dona e 


When you joined the 


ll GoldenEye team, did 


the easiest gig in 
Patten glee Mn MES ATCcRS 
need to do a version 
of the theme tune!'? 
GN: It was certainly a massive 
headstart having the Bond theme to 
play around with, but I never thought 
it was going to be an easy ride. A 
good theme played badly is still 
going to absolutely stink! | originally 
approached the music with more ‘variations on 
the theme’ rather than using segments of the 
theme itself, so tracks like the Train and the Depot 
are more in the style of Bond soundtracks. Then | 
thought to myself, ‘Stop trying to be a clever dick 
and just use the flipping melodies!’ 
GK: Graeme asked me to work on GoldenEye with 
him as he was so busy with Blast Corps. | had a 
total love for Bond so getting to mess around with 
that iconic theme was the best thing ever! 


OHMSS 


00 Agent: James Bond 
Mission 6: St. Petersburg 
Part iii; Streets 


PRIMARY OBJECTIVES 


a. Contact Valentin 
b, Pursd@ Ourumov and Natalya 
c, Minimize civilian casualties 


EVEN THE WEEDIEST WEAPON CAN 


CAUSE MASSIVE DAMAGE IF YOU 
USE IT TO SHOOT OIL DRUMS. 


GN: True, the N64 was the only console 

using cartridges at the time, and with CD you 
didn't have to worry about RAM limitations. 

But a cartridge system was more versatile 
compared to using CD back then, given that 

we wanted to give the game music some 

degree of interactivity. For instance, on the 
Severnaya Bunker level, if an alarm detects the 
player, the music changes. It's a simple change, 
but seamless. With a late Nineties CD system, the 
music would pause while the laser was seeking 
the appropriate track. A knackered disc or worn 
out machine and that could be a few seconds... 
you could have been killed in that time! Plus with 
a CD, you were limited to about 45 minutes for the 
soundtrack and we clocked up over two hours for 
GoldenEye in the end. 


Let's get techy - what kind 


GK: | was using Cubase as my DAW (Digital Audio 
Workstation) and | got most of the sounds from 

a Roland JV 1080 and an EMU Proteus FX. I'd 
sample instruments and then squash them down 
as small as they could go without them sounding 
too horrendous and then get them into the N64 so 
| could use them. 

GN: For the first four months, | didn’t have N64 
hardware so | was writing using synths and 


Graeme Norgate 


samplers with the knowledge that the ‘Ultra 64’, 
as it was known then, would be able to play 100 
sounds at once. The SNES only had eight sound 
channels so this was paradise. Or so | thought. 
Note to self: don’t believe the hype. It was possible 
to play that many sounds as long as you didn't 
want to do anything else, like display graphics, so 
12 to 16 simultaneous notes seemed to be a good 
compromise. After a couple of months of hard 
work by Rare’s audio coder, we had noises coming 
out of the hardware. 


Audio can sometimes be an 


afterthought when developing 


GK: Not in the eyes of the people at Rare. All the 
composers were really pushed to write the best 
music they could. Tim Stamper was particularly 
on the case when it came to music. He was always 
asking us to think of ways to make it better. 














RELOADING GOLDENEYE 
RARE'S SEMINAL SHOOTER HAD ITS FAIR SHARE OF SPINOFFS 


GOLDENEYE: ROGUE AGENT 
Sree hr XBOX, GAMECUBE, PS2 
a : \ WEA previous three Bond games, Agent Under Fire, Nightfire and 
Everything Or Nothing had done well commercially and this was a 
‘sequel’ to the greatest Bond game of all time. What could go wrong? 


Well everything really. It was incredibly weak, with mechanics largely 
revolving around the abilities of your agent's literal golden eye. 


GOLDENEYE 007 

WieriaN VIRTUAL BOY 
@ There's little info on this canned Virtual Boy game. Not even 
the name of its publisher. Based on the information available at 
LU kererta YM O01 Mare (Maal <clA olan cl recctte o-oo k eo 4 
hit (the last Virtual Boy game was released in 1996) and it sounds like 
a Roadblasters-inspired driving game. 


GOLDENEYE 007 

wil 

® Activision's second Bond game remains the best-received game of 
its four releases. The biggest change is that Pierce Brosnan has been 
replaced with Daniel Craig. Mechanically it's been updated, too, taking 
into account more modern FPS tropes like regenerating health and 
(ol -coitat Colt] o) Ra cena SL 


GOLDENEYE: ROGUE AGENT 
NINTENDO DS 

@ While this is effectively a massively cut-down version of the home 
console game it's nevertheless different enough to deserve its own 
separate entry. This was one of the first first-person shooters to 

be released on the console and it's surprisingly decent to play, too, 
utilising a similar control system to the Metroid Prime Hunters. 


GOLDENEYE 007 

XBOX 360 

LNG alaeele] (Mat \(-M olla Mele Dele acl LOR -Tecl ea nelm cle) e/g) 
first arrived in 2008 but then development stalled. It wasn't until 2016 
that popular Rare source, Rare Thief uploaded 30 minutes of footage 
to YouTube, allowing gamers to see what would have most likely been 
the definitive version of Rare's hit game. 









pe LC hs 


GOLDENEYE 007 RELOADED 


eeu 












ae mn Eee 
reli lg ale ¢ ae 5 5 
aon at ashed @ The success of Activision’s Wii game meant it received a HD port to 
Nn ae the HD consoles of the time. The most obvious change to the game is 
o Ks 






enhanced graphics, but changes have been made elsewhere as well. 
There's also a new M16 mode, which offers objective-based missions 
Cleo Mea(e ela Madani Te 








LICENCE TO THRILL 
HOW RARE ADAPTED A BOND MOVIE FOR JOYPADS 


arl Hilton can still 
lt mE Let 
Hollis popped the question. 
“He opened with, ‘Do you 
like James Bond?" chuckles, Karl, who 
was the first person to join Martin on 
the team as lead artist. “| was a big 
= Bond fan and it sounded great fun 
ee aM ECKMAN ieaice nella) 
reputation that movie tie-in games 
had back then. I'd just started at Rare 
and knew they didn’t release bad 
games but | do remember looking at 
Blast Corps, which was being made 
next doer to us, and thinking it would 
probably fe Maa Maatelis fefoyele]t-Vamtat-la) 
the movie-tie in we were starting on.” 
Given some of the licensed dross 
released prior to GoldenEye, Karl's 
concerns were understandable, though 
at least with their game they had some 
support from the production company. 
Visits to the studio allowed much 
useful photography of sets, props and 
costumes to be taken and the team 
received a draft of the script. “We 
weren't given any strict guidelines on 














TWYCROSS BOARD OF GAME CLASSIFICATION 










USEC ett MORSE eae Vise rn 


{c) 1962, 1995 Daniag, LLC. & 






ee a oy.) 5 ne 
QO? Gk Saat ae 
i's} En Mae 
PRESIDENT 
— ° 
VICE 
epee Suitable only for 1-4 persons 











PME RUC ua Tm evn epee 
SEE trim as VNU te} atalog Inc 


tc eum ee Cus PC Ta ey ACR eum) 


what we could do so we immediately 
started ‘padding’ out the story to 
generate more content,” explains Karl. 
“We wanted to visit all of the major 
locations even if Bond doesn’t go there 
in the film. Plus we could use almost 
anything from the Bond universe.” 

Karl saw the potential for drawing 
on the older Bond films he had grown 
up with, particularly those starring 
his favourite Bond, Roger Moore. He 
initially wanted to include the Liparus 
submarine base from The Spy Who 
Loved Me but realising this was too 
complex, he instead opted for the Drax 
shuttle base from Moonraker. The 
many nods to the wider Bond world 
and the clever way the camera flew 
into the back of 007’s head at the start 
of each level really helped players 
feel like they were morphing into the 
suave secret agent. “We wanted to 
emphasise that the player was James 
Bond but in an FPS you rarely get a 
chance to see yourself,” Karl says. 
“This seemed like a perfect way to 
remind the player. Roger Moore played 
Bond, Pierce Brosnan was playing 
Bond at the time, now you can step 
into Bond's shoes, too.” 

Subtle touches, like the cinematic 
curtain of blood that descends the 
screen when you die and the cuff 
of your tuxedo clearly visible when 
you check your watch for important 
mission information, all added to that 
authentic Bond feel. The watch also 






aa ela le ale APry 


ad 





DMN eMS resi ene) ) ei) e) ree el ¢ 10) 9-3 
Solel eed (ery 


“WE WANTED 
TO EMPHASISE 
SUS CMM UsID 
PLAYER WAS 
JAMES Bonb” 


ela Gal (cela) 


served another purpose, explains Karl. 
“We all agreed that keeping screen 
clutter to a minimum would give you 
the most immersive feeling and the 
watch helped you feel like you were 
007 and not a generic FPS player. 
Although we did always joke about 
how short-sighted our Bond appeared 
to be, staring at his watch so closely.” 
Which brings us to our key 
question: just how important was the 
licence? The game was undeniably 
an exceptionally well-crafted shooter, 
with many innovative features, but 
without Bond, would it have had the 
same critical and commercial success? 
“What could have been construed 
as a violent first person shooter was 
opened up to a much broader family 
audience because, culturally, James 
Bond is allowed to kill people and 
not be seen as bad,” argues Karl. “It 
meant children could ask parents for 
the game! | hope it would have done 
well anyway that but | doubt it would 
have had the penetration into popular 
culture that the James Bond link gave 
it. | think Perfect Dark supports this to 
some degree. It was, in almost every 
way, superior to GoldenEye, as we'd 
learned so much from our first game- 
making attempt, yet it sold less than 
half [the copies]. The chance to play as 
James Bond is a great selling point.” 


GOLDENEYE: THE DECLASSIFIED REPORT 


LOCATION, 
LOCATION 


JETTING AROUND THE 
WORLD WITH BOND 


ST PETERSBURGH 


= : 


SU -UNS) DF 


tM e melee 
in Russia's second biggest 


oN em OLRM Coal 
eRe ile e 
Valentin Zukovsky. 





ARCHIVES 


@ The large level requires 
you to escape from several 
Pan MY n ata TR LA 
rescue Natalaya. 


aU UPS) 


b Wia e-em VOR EN) 
through the stage and it's 
being timed, so you can't 
eee CKelan tale MUlel dR 
(eee eoo olla a 


ees 


tM eeelurme Ue ele ry 
you trying to locate Alec 
Trevelyan’s train. It's easier 
said than done, though. 





LBA Cia eel ese 
Ce ge ae e- a 


fle gM OLR CORI AOL y 
through an incredibly 
well-guarded train. 


100 GAMES TO PLAY BEFORE YOU DIE | 155 





Had Goldenkye's 
multiplayer modes 


\ 
A To be honest, | don’t remember 
discussing multiplayer before we 
Started doing it. We'd been too busy making the 
rest of the game! It wasn’t until something like 
April 1997 that work actually started on it and it 


progressed incredibly quickly by today's standards. 


Because it came so late in development, we had 
already finished work on the animation so we had 
to make do without any animation for moving 
while crouching. There just wasn't time to do 
anything about that. 


ie LW RSE Me cota teeter Me ha 
Psa bec Mom ee playing 

eT eSet ml oT 
uence eens onaea 

I don't think we ever played multiplayer Doom 
because we didn't have any PCs but we certainly 
Spent a lot of time playing Bomberman at 
lunchtimes and we also had an early, unfinished 
version of Mario Kart 4. It was more that the 


things which would be good seemed obvious to us, 


and we just got on with doing them and 
playing the game every day to see what was 
working and what wasn't. 


EVERYONE MAKES A BEELINE FOR 


RieiGOLDEN GUNIN MULTIPLAYER BUT 


JAMES BOND GOT TO IT bai 


LT ome Nala) eel) | 


I had to introduce the concept of a ‘player’ into 

the game and gather all of the player's properties — 
their position, direction, health, ammo, animations 
and hundreds of others — into one place and then 
go through all of the tens of thousands of lines of 
code and make sure that anything that accessed 
player data was aware that there might be more 
than one player in the game. Hundreds, possibly 
thousands, of now-invalid assumptions had to be 
fixed, one by one. And because the game had been 
coded in C, which doesn't encourage programmers 
to be as structured as they would be with C++, 

the code had been written in a fairly freeform way 
with bits and pieces of data scattered all over the 
codebase. 


We didn't know whether it would work when we 
Started. My biggest doubt was whether it could 
work at an acceptable framerate. If it was going to 
be rendering up to four times as many triangles, 
maybe it would run at a quarter of the frame rate 
and be unplayable? The only way to find out was 
to do it, and of course some of the levels weren't 
available in multiplayer for those exact reasons, 
but luckily a good number of them performed well 
enough that it was worth continuing. 


multiplayer secret from the 
etd sseny 

! wasn't under instructions to frantically switch 
to another window if Chris Stamper entered the 
building, but then we didn’t tend to see much of 


Steve Ellis 


him so it would have been easy to keep it quiet 
without trying. | can’t remember exactly when 
Martin told them about it, but it was well after the 
proof-of-concept stage, Obviously | was proud of 
what we'd achieved and Chris's reaction to good 
work was always positive, 


I never thought split-screen would have that kind 
of problem because if you're spending time looking 
at the other screens, you're probably not looking 
at your own enough to Stay alive. | do remember 
arguing with Karl Hilton about the radars. He hated 
them so eventually | added a cheat to allow players 
to switch them off. It said something like ‘Happy 
now, Karl?’ when you activated it. 


Growing up, I'd spent a long time doing assembly 
language Programming on the Spectrum and later 
the Amiga, so | did a lot of low-level programming 
and optimisation for GoldenEye like texture 
mapping, RSP Microcode and demand-paged 
virtual Memory, which simulates having more 
RAM than you actually do have by fetching things 
into memory only when they're needed. Sorry 

to get technical. | worked on visual effects like 
explosions, smoke and bullet holes and added the 
hidden Spectrum emulator. Lots of other stuff, 


to the success of ENE a gera 
I think it challenged some people's assumptions 
about how fun split-screen multiplayer could be 
and | think it got a lot of attention for that. Without 
it, | don’t think we'd be talking so much about the 
game 20 years later, despite its other ‘firsts’. 
ee 
Huge thanks to all the team for their time and 
to Graeme, Duncan and Karl for use of their 
original photos and artwork. 








rele Waleie 
LOCATION 


JETTING AROUND THE 
WORLD WITH BOND 


CUBA 
| JUNGLE 
LCI Aste -Unronmelo a) Be) 
missile and mUSt escape this 
ela aloe] Pe Cola 


also have to wat aioe 
PCIE Olar1e))oH 











@ This mission has you 
leading Natalaya to a 
(ololnny oll cimetelnl Met laa- (ol. 
You'll come under fire once 
Eee Ceol ole) clald yo 









CAVERNS 


LMM OMEN (elem ole 
identical looking caves and 
finding security cards to open 
Clara IVa nay eCard 
doors. Not fun. 


CRADLE 


1 Blane lesele (ail c9 
Eelared Unt nnom Tun iee=1Are) 

has you trying to stop 
Trevelyan from realigning the 
GoldenEye satellite. 


GOLDENEYE: THE DECLASSIFIED REPORT 


SHOOT To KILL 
OUR OWN PERSONAL PICKS FROM Q'S LAB 


NH 
ws 


Blt's certainly not the 
Cea Ont mals 
(lel Rae yalale else 8 
allowing you to kill from 
asafe distance, without 
fear of being shot. 


GOLDEN 
GUN 


Deere eel clean 
story mode via cheats, 
eae NEN eC aot 
Canalo manele (aa 
highly coveted because it 
CeO URS eae 


1p) oy. 
DOSTOVEI 

L Miectielae tier 
accurate as the PP7, but 
it does carry more bullets 


Ele AV -l are) UL} 
WoT ea alla 0 1-10) om 


Riel nel |e 


volte] ibe Vie) ns 


DN 


Ss 
bel Yel 4 ar] 
ee ee ee ee 


ROCKET 
LAUNCHER 
LMU eelcelaulialen-lerelt 
Tule) veel ma Cay 
that you don't need to 

LTR) Leelee cL Ue 
make sure to get them in 
the blast radius. 


KLOBB 

Ln eics 
Nintendo's Ken Lobb, this 
wonderfully pathetic piece 
of hardware is only really 
worth using when paired. 
It's such an iconic gun we 
had to include it. 


GRENADE 


You have to be quite 
skilled at throwing them, 
but the splash damage 
caused by lobbing a well- 
timed grenade should not 
be underestimated. Lob 
uel tav as 


AUTOMATIC 
SHOTGUN 
L(t Unto Coke 1a (eh 
which isn't ideal, but the 
reward is a powerful 
Eau aie Clan (ells 
opponent's insides into 
mincemeat. 


KF7 SOVIET 


PMN ea oy lero el Vaeal 

of the most balanced 

NV r-)fela Sa Uwe 
with good ammo, decent 
range and plenty of 
stopping power. 


MILITARY 
LASER 

YBa Corll) 
limitations, making it 
otra AU 00 8a) 
gunfight. It also boasts 
fantastic stopping power 
and looks cool. 


Q WATCH V2.0! BETA 


MISSION STATUS: INCOMPLETE 


a 


olen] 
MAGNUM 


eee 





REMOTE/ 
PROXIMITY 
WIS) 


m Perfect for those levels 
that have lots of annoying 
nooks. Plant a couple and 
wait for your opponent's 
swears of frustration. 


RC-P90 

TMi eniis)lea a 
everything — great 
penetration, an insane 
magazine capacity 
and extremely good 
damage. It also fires 
Tate (ool Varese 


COUGAR 
WNC ONE 

@ Accuracy is massively 
impaired but the stopping 
power on this thing will 
Lael Rael (eM OM nT] <i 
Non UUM UNC Me al 
Eastwood, which is nice. 


100 GAMES TO PLAY BEFORE YOU DIE | 157 











ee 


| CLASSIC VN aoe | 
Lylat Wars 


» PLATFORM: N64 » DEVELOPER: NINTENDO » RELEASED: 1997 





he most iconic part of Lylat Wars outside of its main cast 
of anthropomorphic sci-fi heroes is surely the bizarre, but 
brilliant idea that the last boss is a floating gorilla head. 
The final scrap with Andross, which is certainly a step up in 
difficulty from any of the preceding levels, varies depending on which of 
the game's two branching narrative routes you take — the more difficult 
one ends with Andross transforming into his true form, a disgusting 
giant brain, and climaxes with you performing a daring Return Of The 


Jedi-style escape from danger. 


But all routes end with an assault on this giant gorilla head, which 
is animated so expressively, and the scale of which is so impressive, 
even relative to the other gigantic boss battles earlier in Lylat Wars. It 
was a brilliantly surprising reward for your efforts that tonally matched 
the climax of Star Fox on SNES but made the most of the possibilities 
granted by the N64’s 3D technology. 


BIO 


NaTo\ VAs oie ame) @er, 
everywhere else but Europe — 
apparently due to a possible 
copyright dispute over the 
name ‘StarVox’ in Germany — 
according to developer Dylan 
Cuthbert, this sequel to Star 
Fox on SNES had a weird 
journey to completion. You 
probably know the story of 
Star Fox 2, the scrapped 
SNES sequel, which debuted 
the multi-route structure that 
eventually surfaced in Lylat 
Wars — some of the content 
Taar-le(cM ian) om alcMN oy Mtle(cmmolelg 
i tateMant-l (eld NAC) Mel Came aot 
was original. Being skilful 
allowed the player to unlock 
new paths through the story; 
an undoubtedly forward- 
thinking idea in an energetic 
arcade shooter. 


Lt Re Na) =e) oe ele) | 














MORE CLASSIC LYLAT 
WARS MOMENTS 


Another path 


Lylat Wars leaves it to you to 

discover the different routes 

through levels offered by the 

story, and the first time that 

happens to you is pretty damn eee 

exciting — circumnavigating a few 

tight cliffs leads Falco to take 

you through a waterfall and fight a completely different end boss. 
This is when Lylat Wars starts to branch, letting players gradually 
peel off each strand of its vast galaxy. 


Starwolf showdown 


Players face Starwolf no matter 

which path they take. It's in this 

encounter, however, on the 

Death Star-like surface space 

station environment of Bolse, that 

Lylat Wars feels the most like a 

Star Wars movie. With surface 

cannons sending laser fire everywhere and swarms of enemy 
fighters, it's essentially structured like the Death Star battle: take out 
your rivals, blow the core and we'll go home. 


Ground assault 


A pleasing departure from 

Arwing-related combat is 

the opportunity to drive a 

landmaster during the Macbeth 

and Titania levels, putting you 

on ground level for some variety 

in combat dynamics as this 

moving armoured train throws boulders at you. Of course, Peppy 
and company still fly by Arwing, being the cowards they are (and it 
would be complicated to program ground AI for all four characters). 


Solar 


Level design is amazing in Lylat 

Wars — it's easily one of the 

most enjoyable space shooters 

outside of LucasArts’ back- 

catalogue, with each level using 

the mechanics in a different way. 

In Solar, that’s taken further by 

the fact your Arwing is constantly running down in health as you 
progress through this hot planet, meaning that you have to keep 
killing enemies or destroying rocks to survive. 





100 GAMES TO PLAY BEFORE YOU DIE | 159 


By 2000, Japanese game developer Treasure 
‘ was one of the greatest 2D action game 








creators in the world. But how did it fare in 
making its first full-3D title? Treasure’s founder 
and CEO, Masato Maegawa, reveals all 


in » PUBLISHER: NINTENDO 


y ae dreads 


» RELEASED: 2000 














» PLATFORM: Nintendo 64 
AD =n Li =O Real os COU 


Dee MMe ce Mati el-ime (Creel -Soms-l orl er eM ice (3) 

developer Treasure, then that word is ‘original’. Formed 

in 1992 by Masato Maegawa and a handful of colleagues 

from Konami, the developer first intended to move 

away from the safe sequels it had previously been set 
to work on, and debuted with a string of completely original 
Mega Drive games in the form of Gunstar Heroes, Dynamite 
Headdy and Alien Solider. Very quickly, the developer gained 
a reputation for extremely intense and technically impressive 
action games that challenged the player with complex control 
schemes, offering an unparalleled ability to express oneself 
through the game mechanics. As the developer's catalogue 
of software grew through the 32-bit era and into the modern 
age, many market realities changed the way Treasure would 


We wanted to use the 
N64’s ‘left’ position, because 
not many games did 


Masato Maegawa 


come to do business, but this commitment to originality and 
hardcore design remained. 27 years on, Treasure is fondly, 

and rightly, remembered for a wide number of its past games 
but, if you're a Nintendo fan, then chances are you'll be most 
enamoured with Sin And Punishment, one of the developer's 
most ambitious, accomplished and original videogames, which 
seemingly pushed the system to its limits on its release. 

As you'd expect from a developer that prides itself on such 
originality, Tréasure refuses to discuss the game’s inspiration. 
Even.on a title like Sin And Punishment, which owes a great 
deal to Nintendo's Star Fox 64, Masato Maegawa coldly claims 
that “there weren't really any” external influences. Instead he 
tells us that Sin And Punishment was designed “with the same 
outlook we have always had through all of our games,” and 
cites the unique technology of the N64 hardware itself as the 
catalyst for innovation in this particular instance. 








" wig J a 


1} y F iy f ' 
Fl | } , ' i 1 i 
/ is i i 


' Ul 


f 


| s u 
: ae ta See | HE MAKING OF: SIN AND PUNISHMENT 


; n J f l f i U 4 































































as 


a 
' 
FROM THE La 
to 
ests 38 
SHADOWMAN f 


| picked it up on import a couple 
OA let le aa AMR] ae (eld 
my RGB-enabled N64. | could ' 
mention about how great the 
gameplay is but the reason it's a 
oom N(R Lae UY 
only game that lets me fight the 
Cla = RR alee 


Cece a y 
een aero) 


I'dnever heard of it, then decided 
to pick it up on Virtual Console. 
Glad | did: great game with 
difficulty challenging enough 

to keep a Mega Man-schooled 
gamer happy. Love fighting a 
planet with guns too... 


Posted By: 
BINARYROOSTER 


Still the only Jap N64 cart | own. 

STN Mae RUrlae h-18 Rol OYA] ' 
games on various consoles that 

Nm ane Meee aC 

the Japanese were playing this n 
tight blaster with great visuals, 
NVR RM Ucx=1Ccre Roe ag CMA 
Attack and Blues Brothers 2000. 
Cheers Ninty. 


ets) 

Ber fois ' fi 
I don't like it. Too manic, twitchy 

ETA alla aunt mae en 

Ne Ue an AeA SR Ce 

that | don't like twitch gaming, 

Toh elm ar 1G Elan tv \Vae elie eT} 

it's saved me a lot of money. 


Posted By: 

DIFFERENTCLASS 

| remember seeing screenshots ni 

and desperately wanting to play ! 
it, shots from the aircraft carrier P| 
level looked like the best thing 

ever but | had not the funds nor 

the means to import. | was over 

the moon when it came to the 

VC. I'm sure Halo 3was out at a 

similar time and it barely touched \ 
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100 GAMES TO PLAY BEFORE YOU DIE | 161 
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advantage and came up with a fun way of doing it,” says Maegawa on Sin And Punishment's option 
to let one player control movement and the other control shooting. 


“The starting point was that we wanted to make a game 
that used the Nintendo 64’s ‘left’ position, because there 
weren't many games that did that,” he explains, referring to the 
different ways in which the console’s highly unusual controller 
could be held. The three-pronged joypad with an analogue 
stick in the middle would usually either be held with a hand 
on each of the far prongs for 2D, digitally-controlled games, 
or with the left hand on the analogue stick for 3D games. A 
third option was available, however, which allowed the player 
to hold the analogue stick with their right hand and place their 
left hand over the d-pad. And it was this option, as Maegawa 
suggests, that had the least obvious practical applications. 

By adopting such a control method, Sin And Punishment 
immediately set itself apart from predecessors like Star Fox 
because it allowed you to play in a way that they did not: with 
one hand used to move the on-screen character and the other 
used to independently aim the direction of fire. This distinction 
subsequently allowed Treasure to create a much more 
complex and challenging game, with many more enemies and 
bullets flying around the screen for the player to shoot at and 
avoid respectively. 


aving specialised in 2D action games throughout 
the 32-bit era, Treasure was relatively late in 
making the jump to 3D development, and Sin 
And Punishment was, in fact, the very first fully- 
three-dimensional game the team had produced. 
And with the Nintendo 64 notoriously one of the most difficult 
consoles to develop for, we can’t help but think that the studio 
was jumping in at the deep end. Maegawa, on the other hand, 
claims that the transition was relatively painless, especially 
since Sin And Punishment remained within the 
shoot-’em-up genre Treasure’s designers knew 
so well. “A game design like that for Sin And 
Punishment has parts where the 2D theory still 
applies, despite it being 3D,” he says. “For example, 
the basic gameplay, shooting and dodging, has parts 
in common with 2D shooters.” Just a single sitting 


’ a 





Past TIHE rat 





with Sin And Punishment is enough to prove Maegawa’s 
theory correct. As the camera pans and turns around the 
action, the perspective switches in ways that change the tone 
of the gameplay. From an exhilaratingly fast on-rails shooter to 
static screen affairs and vertical scrollers, the action runs the 
gamut of shoot-em-up sub-genres and peppers them all with 
the sort of reassuringly familiar bullet hell patterns that players, 
and developers, had grown accustomed to. 

Another familiar element came in the form of boss battles, a 
divisive part of Japanese game design for modern gamers but 
one that Treasure is often celebrated for, because of its unique 
and memorable approach to the format. In Sin And Punishment 
especially, the boss battles come thick and fast. Some appear 
mid-way through a level, some at the end, some take up an 
entire stage in their own right, while others constantly trouble 
you throughout a chapter, appearing and re-appearing like an 
arch-nemesis. Such moments make for some of the greatest 
parts of Sin And Punishment, and showcase Treasure at its 
best. The development team clearly has a natural love and 
respect for this most ancient of videogame devices, and we 
can’t help but ask why they continue to be used throughout 
Treasure’s games, whether 2D or 3D. “I think that bosses are 
one of the highlights of shooters and action games, and | think 
that, by building in lots and lots of neat tricks and features, they 


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HR ih ae tats Sees THE MAKING OF: SIN AND PUNISHMENT 


Sting and even Treasure itself. But for the studio’s N64 output, in u 
publishing duties were handled by platform holder Nintendo, 
which was happy to lend its own design expertise to Treasure 
during the production of Sin And Punishment. “They helped 

us in all kinds of ways, like helping us come up with names for 
the enemies, giving suggestions to help improve the playability 
when playing for the first time and sharing their thoughts on 
adjustments to the difficulty,” Maegawa explains. Surprisingly, ’ 
he also reveals that the Kyoto publisher was actively trying to 
make its games more accessible to a mainstream audience 
even then, six years before the Wii. “Their main requests were 
to make the game easier to play, adding a tutorial and adjusting 
the difficulty so that even players playing for the first time could i 
understand the fun of shooting games.” 


hardcore and challenging game when it 
was released in November of 2000, Sin And Re 
Punishment must have been crushingly difficult 
before Nintendo suggested its changes. Instead, y 
it was actually one of the most enjoyable and 
satisfying action games released on the Nintendo 64, and was j 
rightly hailed as one of the console’s finest new experiences. 
Despite the fact that both the Dreamcast and PlayStation 2 had 





Dea WAR ROM MES OR UCN AN CLS UC He REL CeO Ca UMMC eRe Uae mete Ree OMY Lecce (Olea ela 
completely different ways, so | hope that users are able to find fresh surprises in each of them.” 






















are an effective method to keep users interested,” answers been released by then, the N64 had a fantastic year in 2000, 

ART O| LA. Maegawa. “To be honest, bosses take a lot of effort to make, with other swan songs like Perfect Dark and The Legend Of 
|The working title for and there are even some bosses that we have to spend a Zelda: Majora’s Mask also released. 
number of months on just by themselves, but | do feel they are Unlike those games, however, Sin And Punishment was 
an indispensable part of Treasure’s games.” never received a release outside Japan. It wasn’t until 2007 
Designing a game in 3D is one thing, but what about the that most gamers would have a fair chance to play Sin And 

process of having to build such 3D worlds and make them Punishment, when it was finally released in the West via 1 

function for the first time? “There weren't any the Wii's Virtual Console service. Though two 

big problems technically or in terms of cost,” hardware generations old by then, the game 

reveals Maegawa, “but what is easy and what is still impressed, thanks to _—s 

hard when making adjustments and corrections its inventive bosses and a 


is completely different when working in 2D or 
3D. And our biggest challenge was in working 
out how to use the small number of polygons in 
an effective way, and in increasing the number 
of enemies up to the limits of the hardware. That 
is where we placed most of our attention.” On 
the specifics of how such impressive visuals 


distinctive visuals, and 

proved so popular with 

Nintendo’s current audience 

that Treasure was encouraged 

to produce a sequel. Released in 
2009, the Wii exclusive evolved the 
concept forged in the first game’s 














were achieved during the N64’s twilight years, inception by expanding its unique 
however, Maegawa prefers not to discuss any Producer independent movement and 
specific technical tricks or breakthroughs, but aaa eas aiming across to the Wii Remote 

ke japanese instead puts the overall artistic achievement down to the and Nunchuk. Which, as Maegawa reveals, 

1 ‘ogethel competitive spirit of his employees. “The setting and the is an idea that dates back a lot further than 

i think tha’ character designs and the sense of each of the designers and you may think. a 

g "(Sin An programmers came together and all helped to create those “We even discussed having a sensor 
visuals,” he insists. “The designers and programmers are when we were making the N64 game and so, 
always trying to surprise each other, and| think that may be the as soon as| saw the Wii Remote, | felt that we A 
driving force behind creating a kind of unique visual image.” had no choice but to make a sequel,” he says, Ui 

Many of Treasure’s Nineties games were published by ESP dropping his final revelation like a cheeky smart i 

Software, a rather unique company funded by a partnership bomb. That would be Treasure’s trademark 





between several independent developers, including Game Arts, ‘original thinking’ at work once again... 





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oltre m tal and Nunchuk ‘ 
template for seem made 
on-rails shooters for Sin & 
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was before Sin & pulmo aclu ils 
Punishment took a sequel was 
it to the next arguably an 
level. inevitability. 
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BANJO-KAZOOIE 


Rhyming witches, annoying sidekicks, short-sighted moles — Banjo-Kazooie 
had it all. Join Retro Gamer as it uncovers the secrets behind one of the 
greatest N64 platformers ever made 





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164 | 100 GAMES TO PLAY BEFORE YOU DIE 









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AS AN ADVENTURE GAME ON THE 
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pend any amount of time 
talking to Rare’s Gregg Mayles 
(now creative director) and 
CRU CUR- Tenia 
becomes obvious that they genuinely 
love the games they get to create. 
It's a fact that becomes continually 
apparent when we were lucky enough 
to talk to them about the conception of 
Banjo-Kazooie, easily one of Rare's best 
N64 titles. Of course when you consider 


that this is the same Rare that was also 


responsible for such N64 hits as GoldenEye, 
Blast Corps, Conker's Bad Fur Day and 
Perfect Dark, Banjo's enduring success 
becomes even more impressive. And to 
think that when development on Project 
Dream (as it was originally known) first 
began the affable Banjo wasn't even in it! 
“It was definitely a convoluted route,” 
laughs Gregg as he begins the story of 
one of videogaming's favourite bears. 


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“Contrary to what many people would 


like to think, we didn't just have a flash of 
inspiration one day and say ‘Right, we are 
going to make a humorous 3D platform 
adventure game featuring a affable bear in 
tight yellow shorts carrying a mouthy bird 
in a blue backpack’. The main character 

in Project Dream was initially a boy called 
=o sola UAV eR Cc MTR oroNe| =~ emo 
then we tried a rabbit character (that oddly 
ran on two legs) and then a bear. People 
liked the bear, the bear became Banjo, 
Project Dream became Banjo-Kazooie 
and Banjo-Kazooie was born.” 

As Gregg has already mentioned, before 
the lovable Banjo came along, Rare’s focus 
was on a young boy named Edison. But 
what was the story behind Project Dream 
and how exactly did the main character 
change from a traditional homo-sapien 
to an ursine? “Well, Project Dream 
originally started off life as an adventure 
game on the Nintendo SNES,” reveals 
Gregg. “Edison was a boyish adventurer 
who inadvertently got tangled up with a 
bunch of no-good (but inept) pirates, led 
by Captain Blackeye. It was the game that 
the original Donkey Kong Country team 
started on after they had finished Donkey 
Kong Country 2, and it took the ACM 
graphics technology to the next level. The 
introduction of the Nintendo 64 made ACM 
obsolete, so we switched development 
over to the new machine after only a few 
months. Dream continued for around 


CJ 


—- 


another year, before we realized that the 
scope of the game and the early choices 
we had made regarding technology 
meant it was going to take many years to 
complete. By this time, the main character 
of Dream had become a bear who wore 
a backpack purely to keep his adventuring 
items in. We liked the bear and wanted 
to make a more action-based game that 
centered purely on him and his abilities.” 
Banjo may well have gone through 
quite a few changes before reaching its 
final state, but the move from 16-bit SNES 
to Nintendo's 64-bit console didn't prove 
to be that much of a headache, as Chris 
Sutherland (Banjo’s Lead Programmer) 
explains. “Luckily, we were able to carry 
over a lot of the supporting code from 
1D) aa VAAN Aal=s 181M ae eVAVol( R=] ®)(c} 
to complete Banjo-Kazooie in less than 
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: BANJO-KAZOOIE 


peels Mi )e) tan NB) 

» DEVELOPER: RARE 

» RELEASED: 1998 

» PLATFORM: NINTENDO 64 

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NOVEM CNA SSO ALESIS CaS om 





Once all the missing pieces had been 
SOMA RUN Ree nt non et 





100 GAMES TO PLAY BEFORE YOU DIE | 165 





One thing that set Banjo apart 
from many other platformers 
was the sheer amount of 

Co lLAccle-1al MICcEATM VOLO  ETe Le Co) 
collect. Unlike other games of its 
ilk though, the objects in Banjo 
actually had a purpose. “Every 
self-respecting platform game 
hero has to have something 

to collect, but we wanted 
something that rather than 
being just a shiny object, was a 
shiny object that could actually 
be used for something,” begins 
Gregg. “The desire to have a 
direct connection between this 
shiny object and opening up 

the worlds led to completing 
pictures of the worlds like a 
jigsaw, which in turn led to the 
missing pieces being the Jiggies. 
Jinjos came from a years-old 
idea (dating back to Donkey 
Kong Country) of having a 
‘hard-to-collect collectable’ 

— one that would run away or 
camouflage itself instead of 
dumbly sitting around waiting to 
be collected. Funny how things 
turn out, as the Jinjos never 

ran away and even whistled to 
attract your attention! Actually, 
they were probably the dumbest 
collectable ever. The Feather, 
Eggs, Notes and Honey on the 
other hand were simply themed 
around Banjo, Kazooie and 

the game's musical theme.” 


Once you found the red launch pad it was 
possible to take to the air. All the better for 
exploring Banjo's beautiful worlds, 





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P there were two months prior to that 
where we experimented with using the 
Dream visual technology to create the 
game, then we altered our approach to 
better accommodate the design.” 

With so many alterations made to 
Banjo-Kazooie over its 17-month gestation 
period, it's perhaps surprising to realize that 
it was put together by a relatively small 
group of coders... “We initially started with 
about ten people then grew to 15 by the 
end,” confirms Gregg, who was Banjo's 
Lead Designer at the time. “VVe had seven 
engineers, five artists, two designers and 


"NINTENDO HAD A DIFFICULT 
TIME UNDERSTANDING THE 
SELF-DEPRECATING HUMOUR 
AND NEVER-ENDING TORRENT 
Oeee a Om lie 400) = 
CONSTANTLY DISHED OUT" 


GREGG MAYLES 


one musician. The leads in all four disciplines 
are still going strong at Rare, having worked 
on Grabbed By The Ghoulies, Viva Pinata 
and now Banjo's new adventure, which 

will be appearing on the Xbox 360.” 


nce Project Dream was 
officially no more and work 
began on Banjo in earnest, 
gamers worldwide were eager 
to see how Rare’s latest platformer 
would turn out. After all, with the Donkey 
Kong Country trilogy proving to be so popular 
oa R ae Me lh sseMe GYAN eLital- eee ce cielce Ralf 











CNA e eS COO MU ETE (eh 
and how it ended up once it hit retail shelves. 





Rare’s first platformer for the N64 was going 
to be just as good. After creating such a 
successful series of hits on its 16-bit console, 
we were interested to know if there was 
there any pressure from Nintendo to ensure 
that the same magic happened on the N64? 


“Oh not at all,” begins Gregg. “Nintendo never 


put any pressure on us to achieve success. | 
think that if you aim specifically for success 
it is much harder to achieve. Creating a 
game to the best of our ability that we hope 
will be successful is a far better approach 
Nintendo, like Rare, only wanted to release 
the best games possible, so | guess you 



















BSS ee RCURUS ISCemnUSR IT 
eater Te eRe u ec AS TLIC Tm Cn Uo 
Elemente RU 





could say we put ourselves under pressure 
to deliver a great game. Of course, not all 
great games are successful, but we were 
fortunate that Banjo was considered both 
a good game and a very successful one.” 


ndeed, Banjo-Kazooie proved to 

be an incredible success, and 

MMM irl eR CoM Comoe) 

million sales that Rare’s GoldenEye 
had achieved, it ended up receiving 
impressive scores from virtually every 
magazine and website that reviewed 
it. In fact, in the eyes of many gamers, 
acl MYA 7- so Occ 14celfancimtar-lailarellVmanr-larcle|=1e| 
to improve on the majesty that was 
Miyamoto's Super Mario 64. We were 
keen to know if Rare had ever planned 
on making a ‘Mario 64 beater’ from the 
very beginning. “Not really,” states Chris. 

“Setting out with the intention of making 

an ‘improved version’ of another game 
would be quite uninspiring to work on, so 
that's not something we've ever done,” he 
explains. “Instead you have to create your 
own path and follow that — certainly you 
can take inspiration from other games and 
Mario 64 was just one of those games.” 
But what did Nintendo think about Banjo- 
Kazooie? And did it ever have a say in 
the direction it would end up taking. After 
all, we could imagine that Miyamoto was 
watching the project with quite a lot of 
interest. “There's was very little actually,” 
confirms Gregg. “Seeing that Banjo was 
actually Rare's creation, we didn’t have to 
show Nintendo what we were doing until 
we were happy the game was what we 
wanted it to be. | think that some people at 
Nintendo had a difficult time understanding 
the self-deprecating humour and never- 
ending torrent of sarcasm that Kazooie 
constantly dished out, although this didn't 
prevent the game from becoming popular 
in Japan. Every 3D platform game owes a 
respective nod to Nintendo and Miyamoto- 
san, and for anyone to even compare 


» An early sketch of the warping 
tere 


Atl CTR URNS RT 


Banjo to the piece of gaming history that 
was [Mario 64 is a great honour indeed.” 
Rare may have not set out to create 
a ‘Mario 64 beater’ but it’s obvious that 
the two games do share some common 
traits. Impressive cameras, a variety of 
memorable characters and plenty of 
inventive levels to explore are just a few 
of the similarities to be found in the two 
classic titles. One area where Banjo did 
have the edge though was in its special 
moves. While Mario was no slouch 
in the wall-jumping and somersaulting 
departments, he couldn't hope to compete 
with the dazzling array of specials that 
Banjo and Kazooie had access to. As well 
as traditional bottom slams and double- 


- 


7 





jumps, the dynamic duo were also able to 
shoot eggs at opponents, use Kazooie's 
beak to peck at enemies and even flip 
through 180 degrees, so Kazooie could 
use her long legs to climb surfaces that 
were too inclined for Banjo to access 
Although the pair worked beautifully 
together, like Banjo, Kazooie's involvement 
in the game came at a much later stage 
“Initially Kazooie didn't even exist; it was 
just Banjo on his own,” reveals Gregg 


“During the planning of Banjo’s abilities, we 


thought it would be a good idea if he had a 
traditional ‘double-jump’, so that he could 
get himself out of mid-air trouble and also 
cover greater distances. The problem was 


that just activating a second jump in 4 


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THE MAKING OF: BANJO-KAZOOIE 


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YEAR: 2007 





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P mid-air looked rather odd — a way was 

needed to make it look more believable. We 

came up with the (looking back, extremely 

wacky) idea that a pair of wings could 

appear from his backpack to help him 

perform the second jump. We also wanted 

Banjo to be able to run very fast when 

required, so as the idea with the ‘double- 

jump’ wings had worked so well, we added 

a pair of ‘fast running’ legs that appeared 

from the bottom of the backpack. So 

we had wings and legs, and soon after 

we came up with the logical conclusion 

(well, it was to us) that these could belong 

to another character, one that actually 

lived in Banjo's backpack. This character 

became Kazooie and we transferred 

most of Banjo’s moves to her, adding 

her sarcastic wit as a contrast to Banjo's 

good natured charm for good measure.” 
As well as sharing a number of 

special skills, it was also possible for 

the pair to transform into a number 

of different animals that ranged from 


huge levels from a brand new perspective 


“The actual transformations were dictated 


by the level design,” explains Chris. “Once 
all the level themes had been decided upon 
(which was done before work on the first 
one commenced) we looked through them 
and picked the ones where we thought the 
transformations would be most suited. After 
this, it was just a matter of coming up with 
a suitably interesting transformation for the 
theme of the level and what abilities the 
transformation could have. The idea for the 
transformations came about from wanting 
Banjo to be made small on Mumbo’s 
Mountain (the first level) so that it gave 

Laem (cee Mellon Mic A ROC (e =] (om SIU] E 
rather than just shrinking the main character 
(which had been done before) we hit upon 
the idea that he could be changed into an 


alternative, equally small form — the Termite.” 


Despite the main focus of Banjo being on 
its two heroes and their array of special 

Taale) (exo ]Te MU-] a1) ef nal] (ORES <1 SAM Uae olIc) 
plenty of supporting player characters, many 


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FOUND THEIR WAY INTO DONHEY RONG 64, WHILE 
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CS oR ce NA) 120) eel) | 


a crocodile to a termite in order to 
retrieve otherwise unreachable items 


PUR Uk’ 
straightforward though and 
it was impossible to change 
into a new form unless you 
had collected the required number of 
Mumbo tokens that were carefully 
ivteCe mules elem UMN ome ly 
worlds. Once you had enough, Mumbo 
Jumbo would use his voodoo magic and 
you could continue to explore Banjo’s nine 


of which are just as memorable as the bird 
and bear double act. Bottles the mole was 
on hand to explain the many new moves 


that Banjo and Kazooie would gain access to, 


while Mumbo Jumbo was a Witch Doctor 
who could transform Banjo into a variety of 
different beasts, thus helping the loveable 
bear to complete specific tasks in his new 
guises. Perhaps the most memorable 
character of all though was Gruntilda the 
witch, a vain, evil hag with a penchant for 
speaking in rhyme and capturing Banjo’s 
sister Tooty at the beginning of the game, 








MAM MLS ecm ce eM ON MCI eR OCCUR) 
the main game hub. 


an act that spurs Banjo into undertaking his 
epic adventure. With all the characters having 
such distinct personalities, we asked Gregg 

if they had been based on anyone in real 

life — the Stamper brothers perhaps? “Banjo 
and Kazooie no, but Bottles could be likened 
to the typical clever kid in every school 

that wore really thick glasses — hence the 
Bottles family all having slang terms for such 
spectacles as their names,” confirms Gregg 


“Gruntilda on the other hand was inspired 


by Grotbags, the bumbling incompetent 
witch from Emu’s Pink Windmill Show." 
Darn, so the rumours of Chris Stamper 
carrying his brother round the Rare offices 
on his back are obviously untrue then 

= 18 =] ® =e) Me) maT MK =r=ls10) BRAVA 218A = 16S) 
shared such an affinity with Banjo and 
Kazooie was because of the charming way 
that they communicated with each other and 





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timing jumps properly. 


| THE MAKING OF: BANJO-KAZOOIE 


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the other residents of Banjo’s world. Like 
the Zelda games, there's no real speech to 
speak of, just some rather cute mumbling 
that perfectly suits the cartoony nature of 
the game. “One of the things you have to 
remember is back then speech for games 
was still in its relative infancy, and less than 
convincing speech heard in some games 
made us feel that it didn’t really add to 

the experience,” explains Gregg when 
questioned about the characters’ distinct 
voices. “We didn’t want to ruin player's 
perceptions of the characters by getting 
their voices wrong, but we did want the 
characters to be heard — so we hit upon a 
compromise. The mumbling allowed us to 
convey the personality of the characters 
without them actually speaking, and of 
course was very easy to implement. It also 
added a certain endearing charm that a lot 
of players have commented on and it was 
something that made the game unique.” 


HOEDOWN 
SHOWDOWN 


It's one of the funniest openings 
in any videogame so we thought 
we'd show you Banjo’s classic 
hoedown in all its glory. Ooh, we 
really spoil you sometimes. 


t wasn't just the voice 
characterization that made Banjo- 
Kazooie stand apart from its peers. 
It also just happened to open with 
one of the most hilarious musical intros 
the videogaming world has even seen, 
and even today it never fails to raise a 
smile. Knocking on the screen to get your 
attention, Banjo immediately launches into 
an amazing hoedown that sees him joined 
by sister Tooty, the annoying Kazooie and 
Mumbo Jumbo, who constantly outplays 
Banjo, much to the bear’s frustration. It’s 
a delightful sequence that fully sums up 
Rare's legendary status on the N64 at the 
time, but where did the idea originate? 


“Well, only Banjo had a name to begin with 


and someone remarked that if he was 
called Banjo he should play one,” begins 
Gregg. “In order for his bird companion to 
fit in musically (and so they could play a 
duet for some as yet unforeseen reason 


which eventually became the hoedown) 
we gave her a Kazoo and named her after 
it. A Kazoo was chosen, as it can be a 
really annoying instrument, much like the 
personality of the bird. Unfortunately, we 
had trademark problems with Kazoo, so 
we changed it to Kazooie. Tooty and 
Mumbo were given instruments for no 
reason other than it allowed them to join in 
with the hoedown and be introduced to the 
player before they even started the game. 
We actually tried a similar tongue in cheek 
approach with the ‘DK Rap’ at the start 

of Donkey Kong 64 (which coincidentally 
featured Banjo's lead engineer as one half 
of the rapping duo during a break from 
coding and supplying voices for Banjo 

and Kazooie), but this was received with 
less affection as people thought we were 
trying to be serious. | think Grant (Banjo 
and DK64's musician) is still bitter about 
this to the current day —in fact I'm sure > 





OT ROMER CISCR ene RULE 
Meee MEY Ly 





100 GAMES TO PLAY BEFORE YOU DIE | 169 


~~ 


| ama ed ae 
something 
to say 
about it, yet again, 
WaT C=rsle Sena 
As can be expected from 
a game that starts off with a 
‘duelling banjos-styled’ hoedown 
between a competitive bear and witch 
doctor, Banjo-Kazooie happened to have 
an extremely memorable soundtrack. Filled 
with musical flair and beautiful touches 
(check out how the volume becomes all 
anlar MW A= AMOUR Ny ROMO ALe =m VN7=1(21 
its cheerful tunes perfectly captured the 
atmosphere of each level you explored 
From the jaunty jingle of Treasure Trove 
Cove to the sombre tones that accompanied 
the exploration of Grunty's lair, Banjo's 
many tunes worked perfectly. Throw in an 
assortment of cute spot effects and here 
was a game that sounded as good as it 
played. Despite the music being some of 
the best we've heard on an N64 platformer 
it was Banjo's excellent graphics that really 
managed to impress and even today it 
remains a visually alluring title. While a 
recent play revealed it to be nowhere near 
as populated as we once remembered, 
the stunning level design and creation 
is still achingly obvious and it makes the 
somewhat simplistic looking (though no 
well less designed) world of Super Mario 
64 appear rather dull in comparison. “From 
an art perspective, the characters were 
created with minimal amounts of texturing; 


ee 
Pen aes 
pee 


PM oR wa) =28) 1h ele) | 





A great amount of work went into the design of each level. 


this gave them a very clean look,” explains 
Chris. “The backgrounds on the other hand 
had a very large number of textures and in 
many cases we used very big textures cut 
into several 64*64 pieces (the largest texture 
size the N64 could draw). This meant we 
were able to avoid having tiling textures 
everywhere. Also we used a decal technique 
that allowed us to blend areas of textures 
into one another. Overall having a very 
detailed background mixed with clean simple 
characters created a great visual contrast.” 
While the end result was undeniably 
superb, the complex visual look provided 
Chris with more than a few headaches. . 


“From a software perspective, we pushed 


the memory of the system very hard,” 
he states. “As you move the camera 
around the map, the machine is constantly 
throwing out of memory things you can’t 
see and pulling in the scenery that appears 
into view. This gave us major memory 
fragmentation issues (“fragmentation”, to 
try to give a non-technical analogy, is like 
when you want to place a big box on your 
desk, but can’t because there’s too much 
paperwork scattered around it. To fix this, 
you first need to move all the little 
bits of clutter together to create 
a big enough space, then you 
can place the box down). We 


Heat 

Aes 

aS 
Sthton 


used a proprietary system that “reshuffled” 
memory continuously as you played to 
eliminate the fragmentation. I'd doubt many 
N64 games of the time did anything like 
that — overall it meant we could dedicate 

a higher number of polygons to the 
characters and backgrounds than many 
other games at the time managed.” 


t may have pushed the machine to 
DMM UMC CRU Tle) 
for everyone to see. Each of Banjo's 
nine levels may have been based on the 
sort of environments that had appeared in 
countless other platform titles, but clever 
level design and familiar themes made 
the outlandish looking locations instantly 
recognizable. “VVe wanted players to be 
able to travel to places that were larger 
than life, but still relatively believable in a 
fantastical way. Once a theme for a world 
had been chosen, we brainstormed as 
many ideas as possible that you would 
expect to see in such a location, then used 
these ideas to shape the world, before 
adding a twist of humour as the finishing 
touch. Taking Treasure Trove Cove as an 
example, we wanted everything possible 
that you would imagine a desert island 
to have — crabs, pirates, a wrecked ship, 
a sandcastle, a lighthouse and treasure 





Left: Bottles was a short-sighted mole who would teach you new special moves. 
LT) eee ELAR east RUM cree ROM etl MT e em Ure ARSC 









where X marks the spot of course).” 
While nine huge worlds to explore 
--lanl-(e MANOR ar- eRe -18l (el Mal Mar|6| 
actually intended to include several more. 
CTaiolaiar-1 cma Reema Maa-clale 
that levels like Hammerhead Beach and 
Fungus Forest were cut out. They didn’t 
disappear forever though... “It's easy 
fo think up more ideas than are necessary 
or possible,” continues Chris when we 
asked him about the missing levels that 
never made the final game. “Fungus 
Forest and Mount Fire Eyes were additional 
levels that weren't needed, whereas | 
think Hammerhead Beach was something 
io do with the fabled Stop 'n’ Swop. 
Elements of Fungus Forest eventually 








found their way into Donkey Kong 
64, while Mount Fire Eyes was 
incorporated into Banjo-Tooie as 
Hailfire Peaks. There were also 
folate =r Mem VaR UN Wo a) 
transferred to the sequel — Glitter 
Gulch Mine (mine) and Witchyworld 
(fairground).” So if you had to drop 
several levels was there anything 
else that failed to make the final 
cut? “Definitely,” continues Chris. 
“We had actually planned a surprise ending 
and additional game mode. After the 
mighty Jinjonator had pummelled Grunty 
into submission atop her tower, the witch's 
final spell projectile intended to hit Banjo 
and turn him into a frog. The player would 
then have gained control of the rescued 
Tooty, who then had to search through the 
levels to find enough ‘Mumbo Tokens’ to 
transform Banjo back into his normal ursine 
self. This mode was dropped due to time 
constraints, Grunty's spell was changed 
so it missed and the idea for the Mumbo 
Tokens was eventually used in Banjo-Tooie.” 
Even though several elements never 
made the final cut of Rare’s excellent 
platformer, Banjo-Kazooie proved so 
popular that a sequel, Banjo-Tooie was 





ri mek 
ya 

ey 

Ae Rie oy 


ETE se) emu 
NEU nt e 





released two years later, and while it 
once again received exceptional reviews 
from the gaming press, Gregg is the 
first to admit that that final product is far 
from perfect. “Even though we thought 
that Banjo-Tooie’s more complex and 
interlocking worlds were better than those 
of the original, many fans still believe 
that Banjo-Kazooie was the better game 
due its simpler structure,” he explains 

to us. “ | would say we got the balance 
right the first time and perhaps made 
the all too common mistake of wanting 
bigger, better and more for the sequel.” 


ome gamers may not have 
preferred Banjo’s second 
adventure, but that doesn’t 
PRU MMU ed 
forgotten and Rare went on to release 
a new game, Banjo-Kazooie: Nuts & 
Bolts in 2008. While some didn't like 
the vehicle building-based gameplay 
that Banjo and Kazooie's exploits were 
based around, an amusing video that was 
released at X06 proved that Rare had lost 
none of its trademark humour, all of which 
was found in the final game. Back when 
we interviewed them before the game's 
release, the team was confident about 
their new take on the platform genre as 
Gregg told us: “Our aim is to take the 
3D platform adventuring game into the 
next generation and do something more 
than just adding polygons. What we 
want to do is retain all the elements that 
made the first two games so loved, but 
also try things that breathe new life into a 
genre. | think old and new fans alike will 
love it (although let's face it, | would say 
that).” While there have been no new 
Banjo-Kazooie games, we at least have 
cameous in games like Super Smash Bros 
Ultimate. Gregg still has plenty of love 
for the series so it's fitting that he gets 
the last word on why the series remains 
so loved. “We built Banjo-Kazooie on a 
combination of dysfunctional characters, 
variety of gameplay, humour and 
impressive locations — | can only assume 
that some of these are what gamers 
remember. | hope so, as we have plenty 


THE MAKING OF: BANJO-KAZOOIE 


a 

, 

=| 
2 
4 

, 
=) 
s 


' STOP ‘N’ SWOP 
_ TILLYOUDROP 


One of the most infamous 
stories surrounding Banjo 
Kazooie is its fabled Stop ‘N’ 
Swop, which would, allegedly, 
have allowed data to be 
transferred between both 
Banjo-Kazooie and its sequel 
Banjo-Tooie. Over the last 

nine years Stop ‘N’ Swop has 
been the subject of much 
speculation on a number of 
forums and, sadly, it would 
appear that Rare is in no hurry 
to reveal the actual truth behind 
it. Not just yet anyway... 

“We couldn't believe the 
amount of attention this feature 
attracted,” admits Gregg. “Even 
now there are a dedicated bunch 
of fans (hello Rare Witch Project) 
ott Tanalial te MoM area atom CCU) 

out of the game. We've seen 

all sorts of speculation over the 
years and it has kept us highly 
entertained. In fact | actually 
posted on their forums once, 
offering to reveal all, but | was 
dismissed as a crank. Secretly | 
fo loTaM Malle MUNA (10a COn dale) A 

| as trying to find out the answer 
is far more fun than knowing 

it. So I’m going to say nothing 
yet again, although we are 
considering revealing the truth 
somewhere in the third game, 
as some kind of anniversary 
treat.” Chris Sutherland was no 
more forthcoming. “For reasons 
| can’t explain | doubt if all the 
details could ever be revealed on 
alm olU la am aM nal-t-Tallaa MMe [U(-t1) 
you'll have to wait for the Xbox 
360 game to see...” Aaarrggh!! 











AMO G18 UME MOL 11) Coe aN ee eee AU LMR eR ce ele mS MUR UE Clee LUC et Ok ig the) 
ee cleo e aca Aer SCRUM LAMA ee Re Ee CL 


VS UTEINITSE SUS Cte) (00 Bie S|sleS 100) 1 SSiiels 
(Ol Sessa Wels) WesialbesGtem PoniN elaa 
EAU 9 oe arg el NN fe Lhe? D Se Lah Fea YD ey | 

erin Ot pesto | Oo |e he aie yyy oes 


more of all of these to come!” ¥ 





OS Ue em 
(elle) esc TU MeCN 


Special thanks to Gregg Mayles, Chris 
Sutherland, Simon Farmer, and finally, 
Wil Overton who made all this possible. 


100 GAMES TO PLAY BEFORE YOU DIE | 171 
























rE 


Ey On 


Beetle Adventure Racing! 


MIDTOWN MADNESS - WITH ADDED BEETLES i 






» N64 » 1999 » PARADIGM anew way of shaving precious seconds off 
ENTERTAINMENT your time. You can leap over bridges, smash 
There are two cars that I'd through bushes, take different road forks — the 
love to own. One is a Ferrari choices feel virtually endless, and as the game 
Testarossa convertible from progresses you're simply presented with more 
Out Run (which |'m reliably told, and more entertaining choices. 
doesn't actually exist) the other is The fun is further fuelled by the fact that your 
the new model Volkswagen Beetle that was first vehicle handles extremely well, bouncing around 
released in 1997. the devilishly-designed tracks with the same sort 
When | first saw the new look Beetle it just of reckless abandon that had made Midtown 


RETROREVIVAL 


looked like an amazingly fun car to drive, and that Madness so popular a few months earlier. Add 
fun was personified in Paradigm Entertainment's in a number of additional game modes that 
sorely underrated racer, which took the free- ranged from a hilarious Beetle Battle mode — that 
roaming elements of Konami's arcade racer GT/ saw up to four players trying to collect ladybugs 







Club and massively built upon it. — to more conventional single races and Beetle 
The amount of secrets to discover in Beetle Adventure Racing! proved itself to be one of the 
Adventure Racing! was insane, and no matter N64's must-have racers. 20 years on and we're 
Wes how many times you play it, there’s always still trying to discover its myriad secrets. ¥% 


JF 






172 | 100GAMES TO PLAY BEFORE YOUDIE 


elt bay att 


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100 GAMES TO PLAY BEFORE YOU DIE | 173 — 
— 








IN THE 
HNOUL 


» PUBLISHER: CAPCOM 

» DEVELOPER: IN-H 

» RELEASED: 2002 

» PLATFORM: GAMECUBE 

» GENRE: SURVIVAL HORROR 


174 | 100 GAMES TO PLAY BEFORE YOU DIE 








The true art of the remake is to strike a balance that can both 
appeal to legacy players and bring in a new generation. Back in 
2002, Capcom managed just that by turning a cult PlayStation 
classic into a GameCube showpiece. Luke Albigés opens that 


ry as it might to pretend 
otherwise, the original 
Resident Evil was a very 
silly game. It certainly didn't 
help that the cast’s comical 
performances only managed 
to lend a Troma-esque triple serving 
of ham to proceedings. The haunted 
house setting and undead denizens 
was reduced to cheap sets and poorly 
underlit puppets when framed by 
dialogue that was so badly delivered 
it's incredible that it even reached its 
destination. Capcom would go on to 
refine both the cheesy dialogue and 
game design of the original further for 
the sequel, cementing this as a series 
1e mechanics with its roots in B-movie culture, but 

with mechanics that would blush at the 

very idea of keeping such company. 

If only there were a way to replace 

the worst parts of the game while still 

keeping the best bits and even building 
st notably wit upon them... oh wait, there was. 

1 Remaking Resident Evil for 
GameCube wasn't simply a case of 
taking the entire original PlayStation 
game and making it look a bit better. 





» Turn the nozzle the wrong way and you'll wilt a 
perfectly good crop of herbs... 








Sy Na cea CR US ES Ieee eee er CUNT 
a skill you need to master for older Resident Evil games. 


Capcom was a good four games into 
the franchise at this point, and it had a 
hell of a job to do in trying to convince 
the world that the game on which these 
pillars were built was more than just 

a daft B-movie horror experiment that 
happened to go right. “The decision 

to create a remake on 
the GameCube was 


made by Shinji 

ver ABN ciel 
Kobovash to create a 
dies © remake was 
sees WEL Oech 
recasting all : : 
oe Mikami 77 


who could actually 
act, and using the 
new tech to build on the 
foundations of the original, the team 
managed to create an experience that 
felt less like a remake but more like how 
you remembered the original experience 















door and enters the survival horror once more... 


the first time around. It was a thing of 
beauty, and it's no surprise that the 
game consistently finds a way into lists 
of GameCube favourites. 

But why GameCube in the first 
place? “At the time the game was 4 
being developed, the GameCube was 
the most suitable hardware in 
terms of allowing us to realise 
our vision with the title,” 
states Kobayashi, and 
it's not hard to run 
that statement under 
the Logicoscope — 

Nintendo's console 
was a little more 
powerful than 
the PS2, and it 
wasn't the western 
y monstrosity that was 
the Xbox, making it 
the perfect home for 
this remake, even if it did 
have to span two discs in 
order to pitch camp. In fact, 
Nintendo's decision to do 





things so differently to its competitors 


arguably made this the perfect 


» Don'tworry, Barry... it probably 
Perna 8 








i 


PATROL er ARIAT TORO EMME SMT eLeM OAC (ele OLA 


P place for Resident Evil to go for a 
fresh start. Owners likely wouldn't have 
been aware of the original, and those 
that were, would find in this remake a 
showcase that placed the console on at 
very least an even keel with its peers. 
Even so, this was to be no ordinary 
remake and Capcom was keen to make 
the Spencer mansion welcoming (or 
unwelcoming depending on how you 
look at it) for all visitors. "We wanted to 
,ensure that players who were familiar 
with the original 1996 version would 
have something to enjoy in the remake 
version as well,” says Kobayashi. “VVe 
made sure to add and rearrange a lot of 
content.” Whereas the Director's Cut 
version of the PlayStation original moved 
items around in order to keep players on 
their toes, the remake not only moved 
but also replaced elements and added 
to the puzzle formula. Even within the 
opening lobby, there are new areas, 
routes and puzzles, with changes only 
growing more obvious the deeper you 
venture into the mansion — newcomers 
would get a convoluted mansion to 
try and decrypt, while the veterans 
immediately knew that their previous 
experience of this horrible house won't 
be enough to get them by this time. 
There were new combat items to 
learn too, in the form of emergency 
defence weapons. Daggers, stun guns 
and stun grenades could be stockpiled 
and employed to immediately escape 
the clutches of the undead. “As part of 
rebalancing the gameplay, we wanted 
to give players an additional way to get 
away from zombies and add a new 
combat element,” explains Kobayashi 
and while these items were useful 
on a first or second run, they became 
essential on the higher difficulties, 
effectively a free pass that allowed you 
to take a hit and come out unscathed 
without needing to waste any ammo. 





or all that it changed, though, 
the core of the game would 
remain intact. “As | worked on 
the 1996 PlayStation version, | 
was already intimately familiar with 
it,” Kobayashi tells us. “But trying it 
out again at the time, | really thought it 
was still a great game, and | still think 
that now!” There's certainly a case to 
be made for the PlayStation original 
being the better game — its mansion 
is somewhat more coherent than that 
of the sprawling remake, its systems 
less complex and the voice acting 
is the stuff of legend, with lines so 
awful that they will live on forever 
in popular culture. Even though 
the remake only offers a slight 
improvement in this department, 
it at least sounds like the voice 
actors understand the words 
they're reading this time 
around. But without Barry 
asking what everything is, or references 
to Jill sandwiches and the ‘master of 
unlocking’, we'll always have a place 


NRO EC CUS nO Sea Wie Saute 
STU CCR VL URUL AL a (et) 


ry i 


PAO alee) Meee MUR MURR chen Ce) 
BUC RUM MUU ems 





in our hearts for the original game. As 
much of an improvement as this may 
be, you couldn't help but miss those 
iconic lines — it’s a little surprising that 
Capcom didn't offer both the updated 
and original audio track, but a lot of 
the old dialogue simply wouldn't fit in 
the redesigned game. “The content 
of the game and the story details 
were changed so much that we had 
to re-record the dialogue,” explains 
Kobayashi, although we're sure that 
isn't the only reason. To be fair, though, 
Capcom laughs along with the rest of 
us at the original dialogue; Dead Rising 
features a store called Jill's Sandwiches, 
while Strider has an Achievement 
simply called ‘Master Of Unlocking’. 
Amazingly, Kobayashi reveals that the 
decision to recast and re-record the 
entire game wasn't even the hardest 
decision to make. “Balancing the 
enemies in the game was definitely 

the most difficult thing to do,” he says. 
“We had the original as a reference 
point but wanted to improve on it and 
also include the new additions such 

as Crimson Heads without 
negatively affecting the 





PCM RUE CLEA ECOL 
SUE Ria oe cea} 


ri 


Un m ural Cea ele AN LOR te 
SESS RSC 
























DEVELOPER 
HIGHLIGHTS 


RESIDENT EVIL 2 
SYSTEM: PLAYSTATION 
YEAR: 1998 

DINO CRISIS cicturev) 
SYSTEM: PLAYSTATION 
YEAR: 1999 

DEVIL MAY CRY 
SYSTEM: PS2 


YEAR: 2001 




















































» Hunters are just as savage as we remember, and 
ST mel SST RSS) 81-1008 


66Content of 
the game was 
changed so much 


overall balance 
of the game.” The 

mere mention of Crimson 
Heads is enough to send 
shivers down our spines, as 

it likely will be for anyone who has fond 
memories of the remake. Whereas 
downed zombies were gone for good 
in the original game, the remake 

gave them the ability to return to life 
(well, undeath) even more deadly than 
before. Faster, stronger, more resilient 
and even able to open some doors, 
fighting Crimson Heads — especially on 
tougher difficulty modes — was often 

a shortcut to the famous ‘YOU DIED’ 
screen. Instead, preventing their arrival 
altogether proved the most effective 
way of dealing with this new threat, be 
it by removing the heads of zombies 
(which {8 basically a lucky critical hit), 
burning their bodies,or simply not killing 
the basic brain-munchers in the first 
place. We cap absolutely see how > 




























mits ty 
iB ma colleag 


d if you try toy\burn 


actually out 
sta Bien runni 


ng room as Jill will see 





a 


come close, 





E EYES 








mn 


quick fiddle 
D model in the item viewer 
eee allow you 
perplexing item's 









i TREVOR 


coming 







rmerly only all 
nd flavour text 
here encounter on which to 























































































Anniversary was originally announced 
oe to tie in with the 10th anniversary of the 
1996 original, this completely remade version 
of Lara's first outing didn’t actually hit stores 
until 2007. Still, the new engine, graphics and 
mechanics combined with classic locations, 
enemies, puzzles, and story to excellent effect. 


P balancing these guys must have 
been a nightmare — they are the game's 
one example of enemy placement 
that is effectively player controlled 
rather than predetermined, placing a 
lot of pressure on Capcom to educate 
;the new players in the importance 
of preventing Crimson Head revivals 
where possible and also to facilitate 
this act. “The idea for Crimson Heads 
actually came from the director, Shinji 
Mikami,” says Kobayashi. “| think they 
™ were a really successful new element 
that brought a new dimension to the 
wy zombies in the game.” 
4 \ lt wasn't just new mechanics that 
had the team working around the 
clock either, with technical hurdles 
to overcome that arose from the 
fundamental style of the game. 
“Creating the motion video backgrounds 
was a real challenge, in terms of making 
it work on the console hardware,” 
Kobayashi tells us. “VWe created them 
as 3D environments on what was then 
very high-end equipment, and then 
rendered still images and videos from 
those.” It's only now, thanks to the 
new HD version, that we can really 
, appreciate just how intricate these 
4} backdrops are — they obviously 
looked great on GameCube but in 
1080p, you can pick out every little 
detail. It's incredible to think that 
this level of fidelity was achieved 
over a decade ago, with the classic 
trick of using pre-rendered backdrops 
allowing Resident Evil to look and feel 
years ahead of its time. Code Veronica 
saw the team dabble in full-3D Resi, but (| 
the team wanted to stay true to its roots 
for the remake. While it would have 








_ 
£ 


ae} 











TOMB RAIDER: ANNIVERSARY 


THE SECRET OF MONKEY 
ISLAND: SPECIAL EDITION 


Tim Schafer's crew found perhaps the 
eh ultimate way to do a remake - offer a 
new version of the game alongside the original, 
with the option to switch between the two. The 
developer commentaries were a nice touch too, 
offering insight into the game's creation. 


It is a testament to the original 
ey platformer’s tight level design when all 
Ubisoft had to do for this digital remake was 
to give it a new lick of paint. Some of you may 
prefer the original art style, but that doesn’t 


change the fact that this is a brilliant and faithful 
remake of a classic game. 


ade launcher but he gets ey 


Ae SUE Ae eu an eens lingering... 


entertaining, and MAN UnU) 
been possible to do the game entirely 
with polygons, the design wouldn't 
work without the static camera. 


ike the fixed camera angles, 
there are other outdated design 
choices evident in Resident 
Evil that make it through to 
the remake intact. It's all done with 
game design in mind rather than out of 
blind love for the original. Tank controls 
weren't to everyone's taste, although 
the sluggish movement and inability to 
move while aiming still lend the game 
a sense of panic when an enemy is 
near. Similarly, using Ink Ribbons to 
fuel limited game saves made quite 
a lot of people angry back in the 
day, but PC quicksave addicts and 
the autosave generation would both 
do well to realise that most typewriters 
are found in safe rooms, meaning you 
can just store your precious ink and use 
when needed. The inventory system 
took some getting used to as well, 
especially if you chose Chris. With only 











METROID: ZERO MISSION 

While we still love it, the simple style 
gy of the NES original wouldn't be all that 
impressive on GBA. Nintendo changed a fair 
amount in terms of both content and aesthetic 
for Zero Mission, pulling it more in line with 
Super Metroid and Fusion. \t also added an 
entirely new boss: Mecha Ridley. 





six slots to Jill's eight, efficiency was 
key — you only had room for a weapon, 
a little ammo, a healing item, a key and 
maybe a puzzle item, with one space 
left for some stuff that you found along 
the way. 

“| don't remember exactly,” muses 
Kobayashi when asked how long the 
project took to complete. “But | think 
the team was about a hundred people 
and the project ran for around 18 
months.” It's amazing to think that a 
remake of a PlayStation game should 
be about as resource-intensive as many 
other projects at the time but then 
again, there isn’t a single element of 
the original that hasn't been changed; 
maps and puzzles had to be redone, 
set pieces rethought, characters and 
backdrops created from scratch for 
new hardware. In fact, it's amazing that 
Capcom managed to pull all off in just a 
year and a half - many modern games 
don't even get out of the planning stage 
in that kind of time. Kobayashi explains 
that it wasn’t all hard graft, either. 
“Designing the layout for the mansion 
was a lot of fun,” he smiles. “We would 
try to put ourselves in the shoes of the 
player walking through the rooms, and 
imagine which areas would be the best 
place to hide something scary.” 

Drawing on four games’ worth of 
jump scares, devious camera placement 
and just-in-the-nick-of-time item boxes 
and save points, Capcom assembled 
pieces from all over its franchise and 
bolted them all onto the original game to 
make it something much bigger, much 
better and much more... well, evil. The 
first game didn’t stray too far from the 
template laid out by Alone In The Dark 





= 


THE KING OF FIGHTERS 2002 
UNLIMITED MATCH 


With an expanded roster, new backdrops 
ey and a host of new moves and gameplay 
tweaks, this belated update to an SNK favourite 
proved to be an all-encompassing celebration of 
the series and as good a greatest hits collection 
as there is on the beat-‘em-up scene. 


a few years before, but the GameCube 
version's thorough makeover couldn't 
have put more distance between the 
two series — amusingly, it actually came 
out the year after the disappointing 

A New Nightmare. Capcom's 
remastered classic put the last nail 

in Infogrames series’ coffin before it 
commited suicide with its own reboot 
in 2008 - a game so bad that you could 
simply to choose to skip entire levels if 
you liked, such was the lack of faith in 
its quality and whether or not sections 
would actually work properly. With 
Silent Hill 2 and Fatal Frame on the 
scene, Resi had to be on top form, and 
the team made damn sure that it was. 
Just to be absolutely sure, though, there 
was Resident Evil 4 in the pipeline... but 
that's another story for another time. 

So what is the primary reason for the 
remake’s lasting renown and popularity? 
“| would Say it's because it isn’t just a 
graphical upgrade, but an expansion of 
the gameplay that made the original title 
so popular,” states Kobayashi, and it’s 
a somewhat validating response — the 
team managed to breathe new life into 
a classic on more than just a technical 
level, to the point where 1080p 
spruce-up still makes it as relevant and 


PS OCS USNR eat 
PEEP eee ect e8 








* 


BIONIC COMMAND: 
REARMED 


Around the same time as Capcom 
gh released its full-3D reboot of the Bionic 


Commando series, it also saw fit to stay true 
to the series’ roots with this digital update. 
Mechanically strong, the game even got a 
sequel, so it must have done alright. 









THE LEGEND OF ZELDA: 
LINK’S AWAKENING D) 

Still one of the best Zelda gary 
day, Nintendo did an aweso! 
updating the game for the newly-rd 
Boy Color. Not only is the full gama 
delight but colour even extends int 
particularly in the additional dunge 


ODDWORLD: NEW ‘N’ TASTY! 


Do you remember how good the 
PlayStation original looked? 
New ‘N’ Tasty actually looks as good as you 
remember it. Again, it's faithful to the first 
Oddworld game, the only real difference being 
that Mudokons come in greater numbers, 
meaning there are lots more in total to save. 












aM hiemc ln) 
was about a 100 
people and [the 






project] ran for ele 

= 

(eM eieae Bou 
Hiroyuki Kobayashi x <3 

ao 

enjoyable in a rs 










now as it was 13 y 
years prior. If anything, 2 
it's even more important A 
today. Since RE 4, the series has 
clearly decided that it wants to be an 
action game, and it's no surprise that 
the copycats followed suit. But with 

the series falling out of favour following 
RE 6 and the awful Operation Raccoon 
City, it's time for a change. 

Now the remake has received a 
warm reception, it's likely that said 
change will involve Capcom going 
back to the format that made both the 
PlayStation original and its GameCube 
update so special. Welcome back to the 
world of survival horror, people. 




















PM ENR On ane ace M eee MU Rall) " 
enough about dying already... 4 
. 











METROID PRIME 


2002 NINTENDO RETRO STUDIOS GAMECUBE 


An unlikely success story for the GameCube, here we remember and 
reflect upon one of the greatest franchise transformations of all time 


uper Metroid was almost the end of it all. Nintendo 
would leave it a full seven years before enlisting Samas 
Aran for another adventure through the stars, the famed 
bounty hunter trapped in a limbo of sorts as Nintendo 
R&D1 started to explore 3D 
| spaces and grappled with 
| the implementation of more 
complicated camera and control 





systems. The N64 brought a 
lot of good, but a new Metroid 
game it did not. No, that 
honour would be reserved 

for the fledgling GameCube 
and entrusted to a brand-new 
Western development outfit 
by the name of Retro Studios. 
You see, Super Metroid set the 
benchmark for quality, ingenuity and innovation so high back in 1994 
that Nintendo feared it would never reach such heights with a game 
baring the Metroid name again; Nintendo believed that it could only 
be something truly special that would breathe fresh life into the 












CLM ome Nala) =e ele) | 


The decision to sweep 
Metroid out of the realms 
of 2D action-adventure and 
cast it from a first-person 
perspective was, of course, a 

controversial decision 





series and allow the series to hypnotise a new generation of players. 
That game would come in the form of 2002's Metroid Prime. 

The decision to sweep Metroid out of the realms of 2D action- 
adventure and cast it from a first-person perspective was, of course, 
a controversial decision met with 
some resistance at the time, 
both internally and externally. 

But it’s one that would ultimately 
prove that there was more to 
first-person gaming than gunplay 
alone. As a first-person adventure 
Metroid Prime would become a 
tantalising action game that put 
as much emphasis on cautiously 
crawling through the caverns 

of Tallon IV as it did blasting 
creatures out of the sky. Studious 
investigation and cautious contemplation were the decisive elements 
that helped Prime stand starkly apart from the litany of first-person 
shooters arriving in the wake of such inspirational titans as Half-life, 
System Shock 2 and Halo: Combat Evolved. 





at) 








BEST BOSSES 


THE BIGGEST THREATS TO 
Ne eee BNP TN 


eee 


METROID PRIME aN es) a1 8) 


The final boss of the game, the battle against Metroid 
Prime puts everything that you have learned over the 
preceding hours to the test. It’s classically designed, 
featuring distinct phases and challenging patterns of 
assault that will require plenty of beam switching. A 
testing last stand on an excellent adventure. 


% Coming face-to-face with a giant rock creature can 
be pretty intimidating, especially as it looks as if it has 
no clear points of attack. That’s why you have to utilise 
your Thermal Visor to look for weak points between the 
cracks of his outer armour; a fun boss that features cool 
system combinations. 


% Ridley is an absolute Metroid classic, and this climactic 
battle with the iconic enemy doesn’t disappoint. It’s hard 
as nails, cinematic and pretty breathtaking. So much of 
the game is building to this battle in the Artefact Temple, 
and it doesn’t waste any time in ramping up the tension 
once you finally reach it. 


» Samus has access to different visors. This one allows for heat vision. 


Metroid Prime spread its action out across a large, open-ended 
world space. The sense of scale it presented was remarkable, your 
sense of place within it all unprecedented. Progression through 
Tallon IV is — in classic Metroid fashion — gated by the necessity to 
hold certain weapons or powers in your arsenal, and so you go off 
in search of shortcuts and solutions. You battle against the toughest 
foes Prime has to offer with faith that a hard-earned victory might 
just let you acquire a new suit or beam ge to help you open up 
new corners of the space. You 
seek out every one of 
the world’s mysteries 
in the blind hope that 
you might stumble 
upon the solution 
to a puzzle with the 
assistance of a new 
upgrade or power tool. 

This is the inscrutable 
pacing of Metroid Prime, 
and it works to bind you 
and Samus together inside 
of the adventure. 


i 





The boss 


Cac 

Pe eee lal) 
ated at 
= That's largely 
Coon Ue -L) 
Pre sleek: (tals faye} 
Mera Le 

= want to put too 

= much pressure 

: on players while 
= they were out in 
: haan la CMe! 
: challenge in 
Pu lat 
PAu tut 
Bates ae TETt 
: boss characters. 


Despite arriving 


OU Ee 

z Super Metroid, 

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ae De -0 10 
Pee Clee uel 


NTS Tee e100) gy 
Lea 
on SR388 
and is 
actually 


es atela 


Elim uty 
original 


Metroid and its 


eWay 
Zero Mission. 


While there is indeed so much to praise the staff of Retro on 
here, it's perhaps the balance that still shines brightest in Metroid 
Prime. Never do you feel entirely lost or abandoned by the game, 
cast aside until you find the correct item. Never does it punish you 
for trying new tactics or fresh ideas in an effort to clear a source of 
conflict — if anything it encourages that sort of thinking and ambition 
all throughout, which is pleasing to see and immensely satisfying 
when it happens. Metroid Prime offers a quite frankly ridiculous 
array of abilities that only help augment Samus and expand your 
opportunities for play, and the balance that exists within it to ensure 
you never get too far ahead or left too far behind is sublime. 

But that’s Metroid Prime all over. It's utterly sublime. It's a genre- 
skirting and convention-breaking first-person action game that caught 
everybody off guard, demonstrating that there was more to be found 
in first-person action games than running-and-gunning. It was never 
going to be easy to follow a game like Super Metroid, though Retro 
Studio did it with style, making many wonder why Samus didn’t 
make the leap to 3D sooner. It's one of the best GameCube games, 
and we are still seeing and feeling its influence today. The fourth 
game currently planned for Switch can't come soon enough. ¥ 











GAME /CHANGERS 


THE GAMES THAT 


EXPAND YOUR SIGHT 


Second sight and augmented vision, these are just some of our 
favourite implementations of “Detective mode’ 


TLOZ: OCARINA OF TIME 


@ Attacking The acquisition of the Lens of Truth is of vital importance in Ocarina Of 
Time. This ancient Sheikah artefact allows its wielder to see objects more clearly 
than regular vision will allow, helping Link to avoid deadly pitfalls and trap chests 
and assisting him in locating hidden doors masked by illusionary magic. While it 
isn’t anecessary acquisition, it certainly takes some of the bite out of the Haunted 
Wasteland and Shadow Temple. 


Pe Re Na) ae) ae ele) | 


METAL GEAR SOLID 


@ There's a possibility that Metal Gear Solid is the originator of ‘detective mode’ as 
we understand it today, thanks to the introduction of the thermal goggles. When 
activated this item imbues Snake with the power to see through walls, giving him 
the ability to see patrolling enemies as silhouettes. It’s an item that removes an 
air of difficulty to the stealth action, handing you the ability to better figure out the 
optimum route forward. 








1 
eal 


Dee ca aa st 


BATMAN: ARKHAM A 


@ Batman is supposed to be the world’s greatest detective. That's a prominent 
position that is rarely explored outside of Detective Comics, although Batman: 
Arkham Asylum gave it a pretty good shot. Through detective vision, the player 
is granted true omniscience — the ability to spot and track enemies through the 
oppressive environment, to quickly solve puzzles and to truly understand the 
mysteries of the Arkham Asylum. 


METROID PRIME 


§ The introduction of the Scan Visor in Metroid Prime was there for two reasons 
above all else. Firstly, it forced the player to slow down and take in the world around 
them; scanning points of interest and ancient enemies reveals new details of the 
world and story, helping to immerse the player in the situation. Secondly, it helped 
impart information on the game's most challenging enemies, a little help during an 
otherwise punishing adventure. 


ASSASSIN’S CREED 
& While this would later be retconned by its direct sequel, we were always big 

fans of how Ubisoft justified the implementation of detective vision into the original 
Assassin's Creed. In sucha large open world it needed to find a way of steering the 
player forward, and so ‘Eagle Vision’ was born. Considered a quirk of the Animus for 
Desmond's benefit, it was a visualisation of the highly trained sense of observation 
the assassin’s once possessed. 


CONDEMNED: CRIMINAL ORIGINS 


™@ Condemned is the overlooked classic of the Xbox 360 launch line-up. A brutal 
first-person brawler, it also happened to feature some pretty wonderful crime 
scene investigations. It's in these specific situations that you are granted the power 
of second sight — or ‘instincts’ - to help locate clues in the local vicinity, call upon 
forensic tools and ultimately solve puzzles that will let you press ahead into the next 
nightmare scenario. 


TOMB RAIDER 


@ Crystal Dynamics never gave a whole lot of narrative justification for the 
inclusion of expanded sight in 2013's Tomb Raider reboot. Still, the introduction of 
‘Survival Instinct’ allows Lara to analyse and survey her surroundings with ease, 
arriving at points of interest, collectibles, enemies and routes ahead. By the time 
Tomb Raider came about, augmented vision wasn't there to imbue the gameplay, 
but to give players a helping hand in navigation and combat. 


DEUS EX: HUMAN REVOLUTION 


§ If the point of detective mode is to allow you to see beyond a character’s usual 
scope of vision in a pretty unreal way, then Human Revolution features one of the 
most grounded implementations so far. If you've got two Praxis points going spare 
you can augment Adam Jensen with ‘Smart Vision’. Enemies gain a sickly yellow 
glow, computers and workstations become points of interest and you become an 
unbeatable killing machine. 


100 GAMES TO PLAY BEFORE YOU DIE | 183 








.- With the launch of the GameCube came one of the most exciting Star 
Wars games ever made, a.visual powerhouse which dropped jaws 
aa and fulfilled many a fantasy se 


Mm Waa e Vasco acl 


Cr 


IN THE 
HNOW 


» PUBLISHER: 


LUCASARTS, ACTIVISION 


» DEVELOPER: 
LUCASARTS, FACTOR 5 


» RELEASED: 2001 
» PLATFORM: GAMECUBE 


» GENRE: 


hen it comes to big-name licenses in gaming, 
there are few that can boast the same 
longevity or variation of interpretations, as 
Star Wars. Whether it's early classics like Atari's 
arcade machine in 1983, or later titles like Knights 
of the Old Republic and the Lego Star Wars series, millions of 
players the world over have been able to explore the fabled galaxy 
far, far away in a myriad of ways. And from the beginning, numerous 
titles have involved jumping into the cockpit and taking the Empire 
head on. In this regard, few games come close to the magic of Star 
Wars Rogue Squadron II: Rogue Leader, first released alongside the 
U.S. launch of the Nintendo GameCube in November 2001. A game 
that took an arcade-inspired approach to flight combat and allowed 
players to relive famous moments from the original trilogy. 
After the success of the first Rogue Squadron game for N64 
and PC and the spin off Episode 7: Battle for Naboo, developer 
Factor 5 was set on making the next title in the series. Rogue 
Leader's director Julian Eggebrecht explains how the studio's 
close relationship with Nintendo allowed it to start work on a game 
for Nintendo's new console. “During the later years of the N64, 
Nintendo pulled us into the technology partner team that designed 
the GameCube platform because of our audio expertise,” he says. 
“Since we were co-designing the hardware and knew every nook 
and cranny of the chipset, it also made sense to create the next- 
generation Rogue Squadron sequel for that platform because we 
would be the first ones to ever have access to working prototypes.” 
To show off what they could do with the new hardware, Factor 
5 created a prototype to be displayed at Nintendo's now-defunct 
tradeshow, Space World, in August 2000. The team built the 
prototype in an insanely quick nineteen days, wowing those in 
attendance with a showcase of combat on the surface of the Death 


Star — with visuals and sound that had yet to be achieved in any Star 
Wars game. Things were looking positive, but Julian reveals that in 
the wake of Space World there were some backstage politics taking 


64 Microsoft tried to snatch the game 
away from Nintendo for the original Xbox 


as a launch title 99 


Julian Eggebrecht 


» The Battle of Endor is easily the most chaotic mission, containing manic space scraps with TIE fighters and Star Destroyers. 


‘ 


» Raid on Bespin is an original mission that allows you to explore Lando Calrissian’s Cloud City in all its 
glory. It's a great level that highlights the GameCube’s power. 


place. “Microsoft tried to snatch the game away from Nintendo for 
the original Xbox as a launch title,” he tells us. “LucasArts wanted 
to go with Microsoft, but we refused to switch platforms, first of all 
because of our close alliance with Nintendo, but also because the 
Xbox would not have been able to run the game at sixty frames 

per second. | absolutely wanted Rogue Leader to become the 
ultimate Star Wars game — and that needed to have sixty frames 
per second.” Despite the enticing nature of switching to Microsoft, 
LucasArts agreed to honour Factor 5's decision. But it wasn't the 
only aspect of behind-the-scenes politics that the team had to deal 
with after showing off their impressive prototype, as Eggbrecht 
reveals. “The internal development group working on Starfighter 

for the PlayStation 2 was shocked by our Space World demo and 
tried to convince management to stop a Rogue Squadron sequel so 
that it would not overshadow Starfighter and the prequel universe.” 
Thankfully the rogue development studio didn't get its way and 
LucasArts allowed Factor 5 to establish its own vision for the sequel 
on the console of its choice, “At the end of the day Rogue Squadron 
for the N64 had been a multi-million selling success, so LucasArts 
gave us carte blanche to do whatever we wanted with a sequel, and 
that included the choice of platform,” explains Julian. 

Although the team traversed these early obstacles quite easily, 
they still needed to finish the game in time for the GameCube’s 
lucrative launch. As a result, the development time was a little too 
close for comfort. “It was nine months and 19 days,” Julian recalls, 
with pinpoint accuracy. “19 days in August 2000 from when we got 
the first working prototype of the chipset from ATI (back then ArtX) 
until the unveiling and demo in Tokyo. And then nine months > 





100 GAMES TO’ PLAY BEFORE YOU | i) 


FROZEN IN CARBONITE 


Julian Eggebrecht talks about the unreleased Rogue Squadron Trilogy game 


Rogue Leader was meant to be re-released as part of a trilogy game intended for the 
Nintendo Wii, but it never saw a release. “We self-financed Rogue Leaders: Rogue 
Squadron Wii and unfortunately the studio ran into financial trouble in 2008 when the 
game was almost done,” explains Eggebrecht. “LucasArts was at the beginning of its 
long end and could not step in financially to save the day, so the studio shut down with a 
lot of debt and the inevitable lawsuits following such events.” 

The game would've seen tweaked versions of the Rogue Squadron trilogy and included 
Mii integration alongside motion control lightsaber battles. Eggebrecht fills us in on the 
game’s current state. “While we were able to finish the game, thanks to an amazingly 
motivated and loyal core team, LucasArts was unable to muster the courage to step 
CMU Mee RTA am CMM eel te Mem CMa 
the ark at the end of the first Indiana Jones movie. Nowadays Disney owns the property 





Ever since Star 
Wars Rogue 
Leader arrived 
in the office 
everyone — and 
we do mean 
everyone — has 
gawped at the 
screen in utter 
disbelief, before 
tentatively 
asking us for ‘a 
quick blast’ 















from late December of that year to early September 2001.” 
But it wasn't just the looming time scale that made development 
a tight squeeze, as Julian continues to explain to us. “Why the 
actual development ramp-up happened so late was mostly due to 
everyone on the team being busy finishing other things — Star Wars: 
Battle For Naboo and Indiana Jones & the Infernal Machine for the 
N64, as well as the audio Studio Development Kit and development 
tools for the GameCube called MusyX.” 


ven though the timescale was difficult, it seems that 
the ability to pursue the team’s vision was a huge 
driving factor for the team. And as Julian explains to 
us, Rogue Leader was more in-line with what the team 
wanted to do originally. “My original design for Rogue 
Squadron was a combination of what would be Rogue Leader and 
Rebel Strike. |t essentially was a best-of Star Wars, based on the 
movie and allowing for fantasy fulfilment, but also filling in the story 
gaps that one wondered about when watching the original trilogy.” 
A large part of realising this vision was the GameCube's powerful 
hardware set-up, which was obviously leaps and bounds ahead 
of the cartridge-based Nintendo 64. “It was vastly different since 
Nintendo and ArtX avoided the biggest pitfalls of the N64,” explains 
Julian, “Thomas Engel [Technical Lead Engineer] and | had been 
on the hardware development team for the GameCube and we 
made sure to re-emphasise the most important points that we as 
developers took from the N64 as major drawbacks. The result was 
a hardware that to this day is probably the most efficient console 
chipset ever designed.” 


and the game would be a perfect fit for many 

EN ememm miele RCL el Waleed 

ON Tate ia ele CM RC De a) 

mel Mea ce CR COM Mele ol Td 

CNC) Tenet te N18 eT [oe Ud 

best Rogue Squadron ever made, and with that 

OMe) MUN Sy ee ele} 

end of the day fate was not on our side.” 

In 2015, old titles including Super Star Wars were made available for digital download 
on PS4, while Limited Run Games is also publishing classic titles. And with a higher 
number of re-releases and remasters around than the womp rat population, it’s not 
unreasonable to hope that Rogue Leaders will one day take to the skies in some form. 





Technical Lead Engineer, Thomas Engel, backs up Julian while 
highlighting the difficulties with the previous hardware of the 
Nintendo 64. “Silicon Graphics had made bad mistakes in the 
N64's performance of the GPU and overall memory bandwidth,” 
he explains. “During GameCube design sessions the team told 
the story of just how shocked they were about the bad memory 
performance as the first N64 prototypes came off the assembly 
line. The GameCube was the counter-thesis to that. It was all about 
memory bandwidth and extremely fast GPU draw performance, and 
these two are really key to a great console and game machine. Sixty 
frames-per-second games were almost impossible to make on the 
N64, but on the GameCube we pulled that feat off despite the great 
graphics with relative ease.” 

With Nintendo's purple powerhouse at its disposal, Factor 5 flew 
straight into the chaotic trench of development. But despite the 
new hardware set-up, some of its old approaches and methods for 
creating Rogue Squadron and Battle for Naboo were carried over. 
“The key tools remained the same including the level editor toolset 
as well as our preferred 3D toolsets,” explains Julian, who goes on 
to detail the new tools needed, and how the GameCube’s hardware 
allowed for Rogue Leader's crisp visuals. “What changed, and was 
elaborated on, was everything that had to do with shaders. We 
suddenly were able to create surfaces that looked like the original 
movie models, and of course the lighting engine was vastly, vastly 
superior and with that needed a complete new set of tools. | don’t 
know what made us think that it could be done, but there was an 
intense push to get all the shading techniques that we only had read 
about for movies and admired at Pixar for years.” 





ECT Re Na) =e) mele) | 








This meant the team could re-create famous scenes and locations 7 7 7 
from the original trilogy in outstanding detail. Whether it was the & € Our Inspiration came from the + eis 
Death Star’s manic rush down the trench, the orange skies of 7 ° 
Bespin’s Cloud City, or the vast deserts of Tattooine, Rogue Leader immensely playable Star Wars arcade - 
allowed players to fly in those worlds in ways that had not been 7 1 5 
achieved in the medium previously. But to create these locations vector game that Atari created in 1983 a5 3 
with such authenticity meant that changes had to be made from Holger Schmidt 
the N64 era, as Julian explains. “The most radical changes to : - 
the prior games were completely new engines for cityscapes for 
Bespin, a forest and vegetation engine for Endor, and a Death Star 
surface engine that was also used for the surface of the Super : , p ' 
Star Destroyer in Rebel Strike. Last but not least, there also was a 7. ys ce 
complete indoor engine that we built for the ship selection hangars in | 
Rogue Leader and expanded upon with gameplay in Rebel Strike.” 
Texture Artist Jim Moore fills us in on the methods the team 
used to make these locations come to life. “A lot of the time it 


simply came down to painstakingly matching what we could find : . i i Mi) ° 
in production stills or archival shots provided by LucasFilm,” he > , | 





y SI _ . Cs -“-* 
f Pee . “ r : eZ) PW NA: CU) IY 


says. “Fortunately, due to the ongoing popularity of the franchise, 
there was a wealth of material to draw from that still exists today, 
which is probably not true of most 30-40 year old franchises.” 
And although the license didn't allow for a departure in visual style, 
the idea of re-creation certainly helped the game define its visual 
identity. “The main goal for the art department was to create as 
faithful a translation as possible,” Jim explains. “In a way, that in 
itself became the artistic stamp. At one point | was even reproducing 
the outlets that are visible from the soundstage, which they were 
filming on!” The largest reason that Jim and the other artists could 
achieve this was due to the close ties and spacial proximity to 


ee es 8 
pe i 


Among Rogue Leader’s 
secrets and unlockables was 
an intriguing “making of” 
Cla Cla 


Star Wars: Rogue Leader contained a host 


LucasArts. “At the time, we were located across the street from 
them and down the road from Skywalker Ranch,” he explains. “This 
meant we had access to a lot of materials from the license. Heading 
up this process was LucasFilm veteran Paul Topolos [Lead Artist] 
who oversaw this effort. 


of collectibles (including flying cars and 
missions played from the perspective of 
the Empire), but among these was a short 
unlockable documentary about the making 
of the game. It features an interview 
PUL (e( een ala LE 


Ithough Factor 5 had the power and capability to 
members of the development team. In 


make everything look and sound amazing, a Star 
Wars flight game would be nothing without a 
fluid control scheme. Rogue Leader excelled in this 
capacity, creating a system that could be easily picked 
up but allowed those strong with the force to pull off impressive 
manoeuvres. Lead Software Engineer, Holger Schmidt, details the 
process in tweaking controls to the finest degree possible. “Part 
of that was simply a lot of research time and endless iteration,” he 
casually explains, “when Rogue Leader came around, we had been 
writing code for flight controls and physics for four years and knew 
so many subtle tricks that no other flight game had done or would 
ever do. The emphasis was on accessibility for the casual player, 
right from the very first Rogue Squadron onwards." And whilst 
Factor 5 was not the first to create Star Wars flight games, the 
team had a clear vision of pick-up-and-play arcade enjoyment when 
it came to gameplay approach. “We wanted to be the opposite of 
the X-Wing games for the PC. They tried the simulation path, our 
inspiration came from the immensely playable Star Wars arcade 
vector game that Atari created in 1983,” Holger explains. “In pure 
technical terms, the game profited tremendously from the sixty 
frames per second. That, and the fact that we were likely the first 
to use a technique called triple buffering, made the already decent 
controls for Rogue Squadron so much better.” 


Tete Beale eee MN 

a look into the past as the team worked 
on the game. In 2001, this was quite 

rare to see, especially in the age before 
Internet video streaming. To unlock the 
documentary in-game you simply need to 
Cored any CCM CMe ti ene cme) me Uy 
game, or enter a cheat code. 





It’s clear that this dedication and 
effort spread throughout the entire 
team, meaning they could make fast 
progress on the title, even when left 
to go it alone. It's arguably one of 
the reasons why Rogue Squadron I! 
became as successful as it did. “We 
finished the design of the game in 
early January.” Holger explains. “At 
the time there was still the thought 
of co-development with mission 
designers at LucasArts, but after they 
started falling behind on their levels, 
we took the huge risk of burdening our four mission designers 
at Factor 5 with all levels in the game.” So, in order to make sure 
that the plan could be thoroughly executed by everyone involved , 
new individuals were brought in, including those who'd worked on 
Nintendo hardware. “One of our new team members [Tony Wong] 
came on board from Rare, where he had been Lead Engineer on 
Conker’s Bad Fur Day and then the GameCube version of Perfect 
Dark that fell apart afterwards.” Holger continues. “He arrived in 
January and rounded out an unbelievable engineering, art, and 
design team at Factor 5 that crunched all throughout the year to 
make the launch date. The only time we let go of the gas pedal 
was my wedding in May 2001, which the whole team used for a 
welcome break.” 


The only time we 
let go of the gas pedal 
was my wedding in 
May 2001, which the 
whole team used for a 

welcome break 























Rogue Squadron Tat oly od 


formed the ground 
work for the entire 
series. Unfortunately, 
It’s the only Rogue 
Squadron title to be 
re-released on digital 
platforms like Steam 
and GOG. 


188 | 100 GAMES TO PLAY BEFORE YOU DIE 


unfortunately 
introduced rubbish 
on-foot sections, 

but it improved the 
smoothness of flight 
and included a co-op 
version of the Rogue 
Leader campaign. 








Nintendo loved the title because 
it played well and was a hardware 
showcase, something its own teams are 


not as strong in pulling off 


ike the plucky group of rogues that took on the 
Empire in the 1977 film blockbuster, Factor 5 blasted 
ahead to the finish, managing to make one of the 
finest Star Wars games to date, all in nine months. 
And despite early backstage politics, Julian praises 
LucasArts and its ability to let the team follow their vision. “While 
LucasArts had very little involvement in Rogue Leader, to their credit 
that is what we needed and wanted to pull the game off with the 
quality it had within a very tight timeframe. You can only do that 
without outside interference and in a tightly bonded group.” Julian 
continues by summarising furthers reasons behind LucasArts and 
LucasFilm Licensing's laissez-faire attitude. “| think everyone at 


» Atthe end of the main campaign, you follow the Millennium Falcon straight into the second Death 
Star. It's one of the coolest moments in the game. 





» On the Tattooine tutorial level, the time of day changes according to the GameCube'’s internal clock. 
It's a simple, but effective little touch. 


WHAT 
HEY 


T 
SAID... 

















Some people 
may forgo 
sleep with this 
one. Exciting 
missions, 
unbelievable 
visuals and 
sound, and, like 
the first Rogue 
and Naboo, a 
replay factor 
through the roof. 
If we had higher 
than a 5.0, this 
one would get it 





» In-engine cinematics are used to help deliver objectiveinformation and key plot points. 


THE MAKING OF: STAR WARS: ROGUE LEADER 







LucasFilm recognised that we deeply connected with Star Wars and 
just instinctively understood the franchise, and that we were truly 
fanatical about re-creating the universe perfectly. They respected 
that, as opposed to all other Star Wars games that didn't even get 
any of the basics right.” 

Of course, this allowed the team to have a little fun outside 
creating a faithful replication of the Star Wars film universe. “We 
had complete autonomy, control, and everything was allowed.” 
Eggbrecht emphasises. “The best indication of that is the Busby- 
Berkley inspired dancing stormtroopers logo sequence. | never 
thought that we would get that by Lucasfilm Licensing, but they 
allowed it. It was much more witty and bizarre than our previous logo 
sequences. In Rogue Squadron the X-Wing shoots at the private 
parts of the LucasArts gold guy, something more of an insider joke 
for us, while in Rebel Strike we did get the rights to use the Star 
Wars disco theme to go into all-out camp territory, something they 
unfortunately later made into a whole product with Star Wars Kinect. 
Rogue Leader was the clever in-between.” 

On the flipside of this was Nintendo, who had a more hands- 
on approach when it came to testing and feedback. “Nintendo 
was the opposite, with Ken Lobb — who right afterward went to 
Microsoft — being very involved and his Treehouse group giving 
us a lot of valuable feedback for every level,” Julian says. It’s also 
clear from his testimony that the Big N were supportive of the end 
result. “Nintendo loved the title because it played well and was a 
hardware showcase, something its own teams are not as strong in 
pulling off as well as the perfect playability factor they are known 
for. The GameCube was a problematic launch for Nintendo because 
Nintendo Japan chose to have Luigi’s Mansion as its main title, a 
game that while innovative and quirky, certainly was not what was 
needed for mainstream success. It was experimental, while Rogue 
Leader provided the big, bold, showcase.” 

On release Rogue Leader did brilliantly with critics and proved to be 
a huge seller for the GameCube, becoming the system's best-selling 
third-party game at launch in the US and entering the UK gaming 
charts at number one when it released in May 2002. Its arcade-styled 
design philosophy and approach to fantasy fulfilment still make it one 
of the most fun and accurate renditions of the original film trilogy. 

To this day it is still a must-have for any Star Wars fan or fan of flight 
combat games. Unfortunately, the title remains unreleased on newer 
platforms (although some pray Disney will alter the deal further in 
future), but it’s still more than worth tracking down an old copy and 
strapping yourself in for one of the GameCube’s most incredible 
experiences (remember the Wii is backwards compatible too). If you 
do, it'll be just like Beggar's Canyon back home. 


: / NRL W Va: aC 





& 
"i 190 | 100 GAMES TO PLAY BEFORE YOU D 


i 


GAMECUBE » 2005 » CAPCOM 
| was working on gamesTM 
when we had our very first 
briefing about Resident 
Evil 4. We knew that the 
final game wasn't going to be 

the same as what had been showcased in 
2002, but as we went through the checklist of 
changes Capcom had sent us, we still didn’t 
believe the game would be that different to 
what we had played before. “No zombies,” 
read the list, “Individual body parts can be 
targeted”, “Leon will be able to ride boats” — 
the list of improbable things went on and on 
and it sounded, quite frankly, nothing like a 
Resident Evil game. 

When | finally clamped my eyes on Resident 
Evil 4 in our game room a short time later 
| immediately looked under the table the 
GameCube debug unit was placed on, because 





| couldn't believe what my eyes were showing 
me. It looked absolutely incredible, and like no i - 
other game I'd seen up to that point. In fact, it 
still manages to impress me today. 

There's a reason Capcom has shamelessly 
rereleased Resident Evil 4 multiple times in 
the years since its original debut — it remains 
one of the best action games ever made. 

Yes, its movement feels a little clunky after 
experiencing the macabre delights of games 
such as Dead Space, and yes, the textures 
might look a little basic today, but the pacing, 
the boss battles, the OTE cut-scenes... Every 
single aspect of Capcom's game is as 
magnificent today as it was in 2005. Its 
influence can be seen in everything from 
Gears Of War to Dead Space 2 and it harks 
back to a time when developers still weren't 
afraid to take big risks. A true masterpiece that 
every gamer needs to experience. 


am 
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